THE
HANGING GARDENS OF BABYLON
Levels by Jon A.
(trplayer)
Walkthrough written by
the builder and provided as a pdf file (which includes helpful illustrations)
at his site. Access it by clicking here. The textual portion of the walkthrough is reproduced
here for the convenience of the player.
Builder's comments:
Complete guide and
walkthrough. Learn about all the secrets and pick-ups from the builder himself!
Written by: Jon A.
(trplayer)
Here continues Lara's
quest for the fabled artifact of Ptolemy II. From the Catacombs from within
which she has escaped, Lara takes the train to the legendary location of the
Hanging Gardens of Babylon.
The level begins with
Lara on the train. As it approaches the gardens, Lara is awakened by her dream.
She steps out of the cabin to see in front of her the entrance to the Hanging
Gardens of Babylon. What lies on the other side is anybody's guess.
AS YOU FIRST START
OUT
You will begin on the
slope, descending into the valley. Turn left 90 degrees and run straight to the
corner of the valley. Here you will find a package of flares. Now, make your
way to the stone entrance. You enter and slide down. It is completely black—you
cannot see a thing—, though there is no reason to light a flare. Side jump to
the left (south) until Lara hits a wall. Then, run straight forward. If you
want, you may side jump right (north) into the light, but at the moment there
is nothing you can do out here, so you must return to the left. Drop down the
hole and continue through the passage to the cage puzzle.
THE CAGE PUZZLE
Walk forward and two of
the cages will lift. One is behind two other still down cages, and the other is
right in front of you. Ignore it for now and head up the stairs to your right
(west). Here you will find the switches to open the cages. This may seem simple
at first, but it is not. Each switch switches the position of the cage to the
left of it, and the cage to the right and the cage to the right of that. That
is, each switch controls three cages; moving them into the opposite position of
what they are before hitting the switch. Four of the switches are in the main
area, the other one is tucked away in the wall. Consider the one in the wall
switch number one and the next one switch number two, number three, et cetera. Hit
the following switches: switch one, switch two, and switch five. The order does
not matter, so long as you only hit those. Hitting other switches will not make
the puzzle unsolvable, it will just complicate things. With all of the cages
up, you can head into the next puzzle.
WATER MAZE
Once through the cages,
you can enter the water puzzle. The water falls from drains in the ceiling and
four switches lie waiting. These switches open a door in that lets you into the
maze. Hit them all, and jump in the water. If you head the wrong way, no amount
of air will save you. Follow the diagram on the next page to help guide you
through. The green area leads to shotgun ammunition wide; follow the red × to
grab them. Follow the red direction first, NOT the blue. If you follow the blue
direction first, you will drown. You must first stop the waterfalls and let the
area drain. Do this by following the red direction. You will come to a ledge at
the yellow × to pull up on. Drop into the water and pull up onto the next
ledge. Pull the switch and the waterfalls are stopped. Now you can drop back
down, climb the wall and go back to the rest of the maze. You may explore other
areas of the maze, but other than the shotgun shells, you will find nothing
more. Follow the blue area around to the exit.
THE RINGED SPHERE
Slide down the slide and
enter into the main section of the Hanging Gardens of Babylon. There are three
double-doors, and only one of them is open. The western most one will open as
soon as you place the Ringed Sphere piece in the north wall. Go through the
open one and up to the trapdoor. On the wall east of the trapdoor there is a
switch—pull it. Go down the slide. Ever wondered what happened to the bodily
wastes of the ancient Babylonians? Happy swimming!
Go through the hall and
pull up onto the ledge. Hit the switch. This flyby shows you things from the
perspective of a crocodile, and lights the torches on the wall. Send him to the
bottom as soon as the flyby ends and make your way through the hall, keeping
your guns drawn of course—note the bubbles of filth emerging from the drains. From
the switch perform the following sequence of turns: Left, Right, Second Right,
First Right. Take care of this crocodile and make your way down the passage
from which he emerged. No worries, there are no more crocodiles down this
passage. At the end is a ledge that you can pull up onto. Do this in the MIDDLE
of the block, and tap forward. Hit Action and Lara will pick up the torch. Drop
into the water and wade up to one of the torches on the wall to light the one
in your hand. From the place where you picked up the torch perform the
following sequence of turns: Right, Right, Right. You will come out of the
water and into another grassy area. Throw your torch into the middle of the
room and step back. The floor burns away and you can access the area below. Hit
the switch and then climb the wall to the left of the switch—it will be on
Lara's right after you turn around. You won't know what the switch did, unless
you have been doing some exploration on your own—always STRONGLY recommended! Go
back into the water and hang a right at the first torch.
There will be one more
(the last, I promise) crocodile in the water. Kick him down and continue in the
direction you were heading; NOT down the path from which the crocodile emerged.
Pull up here and run to grab the Ringed Sphere. A door will be shown as
opening; to get to it you must head down the path of the last crocodile.
PLACING THE RINGED
SPHERE
At the way end of this
passage is a ledge shrouded in darkness. You must jump up and grab on the east
side of the wall in order to grab it. Pull up and make your way down the hall. Run
straight forward until Lara stops, turn 90 degrees to the left (north) and run
until Lara stops, turn 90 degrees right (east) and run until Lara stops, turn
90 degrees left (north) and run until Lara stops, run toward the light. Or—and
this method I love—use a flare. Circle when you get to the end and jump up onto
the climbing wall. Pull up and enter into another grassy area.
First
Secret: Revolver, Revolver ammunition (3), 35% health loss
Upon entering this room,
climb the ladder on the east side. Jump to the left upper platform and jump
towards the square which is ALL green. Run forward to the rope and press and
hold Action when you fall off the ledge. Slide down the rope and let go at the
bottom. Pick up your prize and leave this area back to the grassy room above. Upon
entering this room, climb the ladder on the east side. Make your way to the
platform in front of you and pull the switch on the south pillar. The door
behind you opens and you can go through it. Climb the wall and do a back flip
at the top. Pull up to the crawl space and make your way back to the main
garden area. Place the Ringed Sphere and the doors on the north side will open.
OPENING THE OTHER
DOUBLE DOORS
Go through the
newly-opened set of doors and enter the small passage on the west. Climb the
vine and back flip onto the ledge. You will see a pipe with water running
through it, and some running out. This is for later. For now make your way down
the hall covered by plants; at the end you will find a switch. This switch
opens up the two unopened double doors. The crossbow ammunition is not even
close to retrievable yet, so just set that in the back of your mind for now.
THE GLASS PLATE
Your next task is to
find the missing Glass Plate so that the water won't run out of the pipe any
more. Go through the double doors. On the east side there is a passage that
leads nowhere. There is a small medical bag as well, but you will be better off
picking it up later when you need it... so that you don't risk using it when
you don't. Instead, take the passage to the south and slide down the slide. At
the bottom you face a little trap of sorts. On the other side of the
"stream" is another ledge. At the bottom to the south is a package of
flares and a grenade launcher with some grenade launcher ammunition. At the
moment you cannot acquire any of this because the current pulls you under...
but have fun trying if you would like. Go into the water and pull up where the
current stops. Climb the ledge in front of you and as you are walking around
the corner a cut scene is triggered. Luckily Lara never came face to face with
her enemy in the catacombs. Unfortunately, she must do so here. They're moving
in, and will stop at nothing to get the weapon of Ptolemy II before Lara. It is
your job to take care of them in a clean way. The man here—like the rest you
will meet—is not easy to kill, and he takes A LOT of health from dear Lara. If
you walk up to the west side of the box he is standing in front of and shoot
straight ahead, it is possible to gain his attention and elicit a
climb-over-the-box response. This is a good opportunity to shoot at him, as he
will be unable to do thesame to you. If this does not work, you will have to
resort to the old fashioned way of jumping and flipping while firing away. Or....
bring out the revolver and smoke his ass! Either way you do it, when he falls,
he drops revolver ammunition. Take it! Don't waste it! Pick up the Dynamite
sticks and the Plan of Detonation. The Plan of Detonation will tell you where
to place the Dynamite. Place it on the pillar closest to the place where you
entered, on the side with the light.
Then head back to that
switch that before you could not operate. Hit it and the corner of the cave
will explode, revealing an opening for you to use. Enter the opening, being
careful not to burn yourself on the fire. Don't worry about the blocks just
yet; first take the north passage down to the broken tunnel. Enter carefully.
When you are about half-way in, a guard will show himself. Take care of him and
pick up the book Babylonian Numbers and read it. If you understand what the
book says and realize what is going on here, then you better get to work; this
puzzle takes a while. If you just don't get it, then look at the images below. They
tell you where to pull each block. The real puzzle here, however, is adding up
the numbers on the floor square and then moving the block with that total onto
that square. Once all of the blocks have been pushed or pulled onto their
respective square, the door at the east side of the hall will open and you can
hit the switch. The switch opens the door on the south side of the hall, and
you can go through it.
Follow the hall until
you come to the flames. These flames never stop, so you will have to find
another way around them. Don't go to the right; that is merely another trick
like the one earlier. The moment you go for the medical pack, the ceiling will
fall and poor little Lara will be pounded into the floor. Instead, lean Lara's
back against the south wall and sidestep along the edge. Up ahead is another
little puzzle—they're everywhere aren't they? Run down the hall with the large
flame near it. In the middle you will find a switch. This opens the door in the
other corridor. You can pick up the torch now, but you will not need it until
later and you will have to pass by this place later anyway, so why not wait? Go
through the door you just opened and look around. It's probably obvious what
needs to be done here... maybe. Look at the ceiling. Lara can get a hold on
that rough brick... just enough so she can swing across to the other side. Do
this and when you land hit the switch in the northern crevice. This lifts a grating
for Lara above the monkey swing. Actually, it only lifts part of it. You must
jump forward grab to monkey across and hit the newly accessible switch. This
switch opens the door at the end of the hall with the torch. Run and hit the
switch there and on your return trip grab the torch. You see that the switch
you just hit lifted the rest of the grates. Light the torch with one of the
various available flames and run across the grating. Use the torch to light the
red lamp and another door will open. Go through here and use the torch again to
light another lamp. This opens the grating leading to the Glass Plate. Drop the
torch somewhere safe and go to retrieve the missing plate.
PLACING THE GLASS
PLATE
You now have the glass
plate. Go through the open door and work your way to the pool. Climb out at the
other end.
Second
Secret: Flares (2), Shotgun ammunition normal, Small medical pack, Crossbow
ammunition normal, Crossbow ammunition poisonous, Large medical pack, UZI
ammunition (3), Grenade gun, Grenade gun ammunition normal, Grenade gun
ammunition flash, 5% health loss
Pull out of the water
and walk forward to the edge of the pit. A camera angle shows you the switch
you are going for. To get there turn and face south, with just a minor turn to
the east. Make sure your back is as far against the north pillar as possible. Use
the binoculars to look up at the wall to the east of the southern pillar. Press
Action to provide light and zoom in on the way top of the wall. In what is
probably difficult to read
lettering you will be
able to read the words "climb me." That's a hint. Jump forward at an
angle to grab the wall. Climb up, you will know how far, and do a back jump
onto the ledge with the switch. Pull the switch and the door near the water
opens. Stand on the west end of the L-shaped ledge and run straight off of it
while holding down Action.
Lara will slide down the
wall and into the opening on the other side. Turn around and head back to the
open door. Grab your torch and bring it onto the newly accessible ledge. Light
the two lamps to shut off the current. Grab the goods on the ledge and those in
the water. Climb out and go back to the other end of the little pool.
Pull out of the water
and walk forward to the edge of the pit. Jump-forward-grab to make Lara land on
the other side. Angle yourself so that you can begin swimming forward as soon
as you hit the water. Hop into the water and swim up the tunnel. Go straight at
the top, then take a left (west) and swim through the door. Swim straight through
it and pull the switch. Press Roll to turn around and swim to the right
(south). Pull this switch and press Roll. Swim left (west), then right (north),
and then left (south). Pull this switch and press Roll. Swim right (east) and
then right (south) again. Pull this switch and press Roll. Swim left (west) and
swim forward up to the grating in the roof. This drops when you approach it and
you can surface for air. If you couldn't do that without taking damage, then
there is a perfectly good medical pack sitting in this hall—so long as you did
not already pick it up and then waste it. As you move through the double doors
they close behind you. Climb up that vine again and back flip onto the ledge. Place
the Glass Plate into the pipe and the lower room will fill with water.
UNDERWATER SWITCH
Drop back into the hole
with the climbable vine and swim out into the main area. Pull out of the pool
so that you can take care of the crocodile, and then enter the water again. On
the north side of the north-east block, where the water was earlier pouring
out, there is a switch. Pull it and then pull up onto the northern edge of the
pool area. There is a door open to your right.
THE UPPER BALCONY KEY
The Upper Balcony Key is
not needed for finishing the level. If you do pick it up, however, you will be
able to access the third secret from the first level of the Hanging Gardens of
Babylon (the crossbow ammunition that is on top of the higher ledge; what you
see in the second flyby). Here's how to retrieve it. Crawl through the opening
revealed by the door. Once inside you may stand up. Look to the right (east). You
notice that there are two large shafts running straight up and down. The second
one (the one farthest down), on the right (east) half is climbable. Jump
forward to the right. As Lara is sliding toward the second one, jump and press
and hold Action. Lara will grab the wall. Climb to the top and back-jump onto
the ledge and pick up the Upper Balcony Key. Make your way back down the
climbing-wall and slide down forward. Wait for the next part of the level to
load.
INTRODUCTION
This part of the level
pack is so much its own level, that I feel it necessary to give it an
introduction separate from the one given at the beginning of the adventure. Upon
sliding down, you will see a short cut scene showing you the main section of
the level. You cannot get to the bottom yet, nor can you get across to the
other side. There are four layers that need to be sequentially filled with
water before you can leave the area. The first layer needs to be filled before
you can get to the bottom. So, time to get started.
FLOOD KEY LAYER 1
The first order of
business here is filling layer one. Look to the eastern-most wall of the pit. There
is a small opening located just below the balcony upon which your feet have
been so unwillingly planted. The easiest way to enter is to stand at the edge
facing the opening and jump forward and grab. Pull the switch here. Turn back
toward the balcony. Where the supports for the balcony meet the southern wall,
there is a ledge. Make a running jump for this ledge. Dispose of the occasional
bat and turn north. Grab onto this end of the pillar and climb around to the
west side and then to the north side. Pull up onto the balcony. Enter the
newly-opened door and grab the Flood Key Layer 1.
FLOOD KEY LAYER 2
Use the Flood Key Layer
1 and the lowest layer of the pit will be filled with water. Jump down into the
water—make sure you don't land on anything dry... Lara will appreciate your
care. After landing in the water, turn west and swim through the small opening
with the blue bricks. Pull up here and crawl through the opening and out onto
the ledge. Run jump and grab to the closest ledge. Run jump to the next ledge,
ignoring the tightrope for now. Jump forward and grab from this ledge to get a
hold on the switch. This opens the door in the eastern wall. Lara will land in
the water and you will have to make your way back to the ledge with the
tightrope. Do this the same way you did it the first time. To mount the
tightrope, stand directly in front of it and press and hold Action. Use forward
to advance your position on the rope and left/right to adjust for balance. Once
on the other side you can release Action and pick up the Flood Key Layer 2.
FLOOD KEY LAYER 3
From the recess where
you grabbed the Flood Key Layer 2, jump to the nearest pillar. From there, you
can run-jump-forward-grab to the next nearest opening. Pull the switch and drop
back into the water. Swim through the small opening and make your way back to
the ledge with the tightrope on it. Run-jump-forward-grab to the newly opened
doorway. Climb the wall and use the Flood Key Layer 2. The second layer of the
pit will be flooded with water. Swim to where the tightrope is and find the
switch to open the door in the first layer. Swim through and pull up into the
dry air. Behind the door is a shotgun—that is for later. At the moment you
should concern yourself with the hall on the eastern side of the room. Run
through here and climb to the highest point in the room at the end of the hall.
Don't drop into the pit; you won't be able to climb out, and even if you could,
you wouldn't last long from the spikes. Instead, jump and grab the ceiling and
monkey swing your way across. Run down the steps and land on the grey platform
at the bottom. The door will open, and you and the torch can go through. Stepping
on the next grey platform opens the door in front of you and presents you with
a puzzle. I am sure you could hear them long ago... dreading your encounter. Well,
here they are: wondrous wheels of death. Carry the torch through, carefully
avoiding each rolling blade until you reach the stand of fire at the end. Light
the torch here and run back through the rolling blades. Light the pedestal here
and the door on the other side of the rolling blades will open. Now you can run
through this side. Enter the room at the other end with your torch in hand. Drop
it for a second so that you can drop the lion and grab from the pedestal the
Flood Key Layer 3.
FLOOD KEY LAYER 4
The door on the north
side of the room opens after grabbing the Flood Key Layer 3, and a lion comes
to make Lara's acquaintance. Finish him off and grab the torch. Light the
torches on the wall to open the door on the south side of the room. Turn toward
the columns in the middle of the room and jump-up-grab the ledge to grab the
shotgun ammunition wide.
Third
Secret: Shotgun, 0% health loss
After picking up the
shotgun shells, head to the other end of the ledge and turn west. You can see
the opening shrouded by the plants. Run-jump-forward-grab
the ledge and pull up into a crawl position. Crawl until you can stand and move
over to the wall with the cross-shaped hole. Press Action and Lara will move
her hand through the hole. You will see the steel gratings move out over the
pit so long forgotten. Grab the torch and, dodging the rolling blades, make
your way back over the pit and to the area with the door keeping Lara from her
shotgun. Light each of the pedestals here and this door will open. Dispose of the
torch (you won't need it again) and grab the prize. Make your way back to the
area with the first lion.
Go through the room that
was blocked by the metal grate. Grab the large medical pack and pull the
switch. It turns off the fire in the room with the second lion. Head there and
step onto the grey platform to raise another door. Next to the grey pad is a
pick-up of UZI ammunition. Go through the open door and run over the room with
the rolling blades and into the room with the water. Drop into the water and
under the ledge on the north side is a pull down switch. Pull it and a trapdoor
opens into the water, revealing a second trapdoor. Pull out of the water and
run to the southeast corner of the room. Jump up to grab the crack and shimmy
all the way around to the switch on the northern wall. This switch will open
the second trapdoor, but it's timed. Pull the switch and back jump circle. Be
holding the Jump and forward buttons so Lara can begin swimming the moment she
hits the water. Begin swimming and turning toward the switch.
Once through the
trapdoor, pull the switch and continue farther into the tunnel. Pull each of
these three switches, which once all pulled, will open another door. Swim
through here and pull yet another switch. Pull up onto the dry land and walk to
the hole in the wall. Press Action and Lara will move her hand through the
hole. Another trapdoor opens and you can drop into the water to continue on
your way. Pull out at the top and make your way out to the balcony. On the west
side is a small medical pack. Go into the other passage and jump up to grab the
western-most ledge. From here you can jump to the other side and pull up on the
next ledge. You can dodge the flames by hugging the corner as you run
by—walking will not work; Lara needs to be able to slightly lean into the wall.
Pull up on the ledge and run around the corner. You might need to light a flare
to see, or you might not; either way, there is a switch on the east wall at the
back of the dark hall. This switch opens the door leading out into the main
area and also strikes up a little fire. To pass the fire, crouch down and crawl
under it. Jump across the opening (like you did near the beginning of the
level) to land on the ledge with the climbable wall.
There are two ways to
continue from here. The first way is the quickest, but requires more precision.
The second way takes a while, yet can be done with very little skill. For the
first method, line Lara up so that she is facing the other flat part of the
support-arm reaching to the wall of the main pit. Side step to the highest
level and as far back as you possibly can. Turn Lara so that she is facing the
lowest end of the other ledge—this takes some work, so don't give up after the
first try. Once you make it here, simply run-jump-forward-grab to land inside
the area covered with grass. The second way is to get to the top of the balcony
above you. This is accomplished the same way as at the beginning of the level.
Grab the support arm and climb around. Once at the top you can make your way to
the west wall and from here you can, standing in the square next to the south
wall, jump-forward-grab to land inside the area covered with grass. Once
inside, run forward and climb into the mirror room—what a simple name. In the
real room there is sand, yet in the reflection there is gold…hmmm. Look in the
mirror on the west wall toward the back. In the mirror you can see that there
is another one of those grey pads, but in the real room it does not exist. Run
to the corresponding place in the real room and the door will open. Walk
through the door and into the hall. Go around the corner and up the stairs. To
the north there is a long hall
which leads back to the
main area. If you go here first, you will be crushed by the boulder. Instead,
you must go to the east in order to place the Flood Key Layer 3.
Placing the key releases
the boulder so that Lara can pass through the passage. Drop from the passage
into the water below, watch out for dry spots on which Lara could go SPLAT! You
will notice a newly accessible area through which you may now swim. Do so, and
pull up once inside the little area.
Jump back, hit the
switch, and go through the hole revealed by the trapdoor. Drop down, and turn
north-east. There is a passage all broken up and falling apart. You must
properly jump the blockage to get to the other side. Once there, you will see a
square opening in the wall with three red numbers surrounding it. Pay attention
to the numbers and their placement because they tell you in which order to hit
some switches that you will see shortly. Hit the switch by the flowing sand and
leave this little area and head down the hall. Drop into the bottom room and
look around for a minute or two. You will notice that there are a number of
switches everywhere, and have probably figured out that they must be hit in a
certain order. This is where that handy little code comes into use. Hitting the
switches in the order shown earlier will open the door with the red square on
it. Hitting them in any other order simply resets the puzzle. If you didn't
understand the code, here is the order for hitting the switches: east, south,
north. You will see a hall in front of you, and a passage above to the right.
Along with these, you will see a floating platform next to the above passage.
For now, run through the
hall and around the corner to the end. Here you will see one of those grey
pressure pads… only this time, it is on the wall. This one works like all of
the rest: apply pressure to the pad and something happens. So, walk up to the
pad and press Action. Lara will lean against the pressure pad to make it push
in. The ground will shake and the room will quake. Return to the other room and
notice that a pillar has just protruded out of the floor which leads to the floating
platform. Climb the south side of the pillar to the top of the once-floating
platform. Jump into the upper passage. Look down to the other side. You will
see a green liquid that looks something like water; well, it isn't water, it's
acid. If you drop into it, poor Lara will be no more. You must run-jump-grab to
the rope, and then swing and grab to each additional rope until you reach the
last rope, from which you will swing and land on the solid stone ledge. Run
around through this passage. This next part can seems a little tricky, so pay
close attention to everything around you. As you near the acid it magically
turns to water and the wall to your left disappears to reveal a large medical
pack. When you turn back around to grab the medical pack, the water turns back
to acid and the wall reappears to make the pack once again inaccessible. This
takes something of a trick to get it right, because the pack can be gotten. Be
careful though, because if you land in the wall, Lara will start on fire. The way
I have found that works best is to run and jump at an angle into the opening
with the pack and then pick up the large medical pack. When you run back toward
the acid, it will turn to water again, and Lara can enter.
Before you get started
with the next puzzle, I should best tell you what it is all about. There are
four passages leading from the water. One passage leads to a slope and you
can't get out there. Another passage leads to a set of double doors. The other
two passages lead to two separate pickup items. These are the two passages you
must enter first. You can do them in any order, but I recommend starting with
the north-easterly one. Swim to this passage and pull up. There is a long hall
on your right and a small pit on the left. Drop into the small pit and pick up
the UZI ammunition now, because you won't be able to do so shortly. Look up the
ramp. You see that the grey squares have set an impassable zone and you can't
jump it. Passing through here sends a rock hurtling at Lara, but it's the only
way to continue. So, back up onto the square and when you hear the ball start
to roll, sprint forward and to the left into the opening leading to the water.
The ball should roll by quite harmlessly. Now make your way up the ramp and
around the corner. Jump the opening and work backwards up the slope. You can
see there is another zone here. When this ball starts to roll, run down the
ramp and keep yourself close to the corner.
If done right, you
should be able to run right over the opening and onto the other side. You won't
be able to jump it for some reason. Now make your way up the ramp and there it
is... another rolling ball. Jump the gap, and hop back zone of pads. When the
ball starts coming, run and jump the gap and then run to the left right away. The
ball will bounce against the wall and then drop back into the pit. Run up the
ramp and at the top you will find a Horn of Gugalana. Now make your way back
down the series of ramps and into the water. Swim to the other end and pull up
on the east side. Again, this is a little trippy. Run left (north) and turn the
corner. You will run into a gate. If you turn around to go back, there is a
gate behind you now. This is okay. What you must do is jump up and grab the
opening above you. Run through here and grab the other Horn of Gugalana. This
will open the gate you ran into before and you can go through here and back
into the room with the switches. When you approach the last closed door, it
will open for you and you can return to the area with the water. But that's not
where you want to be heading just yet. Turn back around and climb the wall to
get out of the area with the switches and back to the area with the sand
draining out of the upper part of the wall. Head back over to that broken area
where it showed you the order for hitting the switches.
Once there, combine the
two horns to make the Horns of Gugalana and place them in the square hole in
the middle of the switch puzzle solution. One of those double doors will open
in the pool area when you do. Go back there and pull up and in through the
double doors. Beneath you can hear Gugalana, the bull. He can't hurt you if you
stay up here, but unfortunately from up here you cannot complete the level.
However, you should have a heads-up as to what your tasks will be before
heading down there. First, there are two safe zones on both of the legs of the
statue in the room. Second, you must hit all three switches in order to open
the door between the statue's legs. Third, once inside the statue's legs, you
must lure the bull to jump onto four special floor pads that are sunken into
the floor in order to open a trapdoor on the ceiling and escape. Once through
this trapdoor, you will be safe from the bull. There is not much more to say
about this one. Just do your best and try to avoid getting rammed. It takes
about two to three hits from the bull to drain a full health bar and kill Lara,
so be careful. You'll know when you have successfully gotten the bull onto each
floor pad when the ball drops from the ceiling. Once up and through the
trapdoor you can relax, but not for too long 'cause we've got a level to
finish. Which reminds me, I should probably get back to building that.
Anyway, there should be
a hole in the roof. Jump up and grab the south end and climb to the top. Then
back flip and rotate in mid air while holding Up and Jump. Lara should land in
the block and jump back up. Press Action to grab this wall and climb to the
top. Get off on the right side and walk to the edge of the statue's horns. Be
careful with this next jump, because if you overshoot it, you will have to run
around past the bull again. Jump from about one step away from the edge and in
the middle at about a 30° - 40° angle. Hold Action as you jump and you should
land on the bull's eyes. Look to the left (north) and you will see an opening.
A simple run-jump should get you in, but I would hold Action to make sure Lara
doesn't bump the wall and fall. Once in, you can see the Flood Key Layer 4 on
the hump in the middle of the room. Go ahead, try to take it, but I'm warning
you it won't be gotten. The key you see here is just a decoy. The real key is
through the north gate. Open this by shooting the ball hanging from the
ceiling. You can do this with regular pistol ammunition as long as you back up
a little and jump while shooting. Once the door is open you can run to grab the
Flood Key Layer 4.
GETTING TO THE END
Grabbing the key will
open the other door and you can make your way back to the area with the water.
Swim back to the area with the three switches that you had to hit in order. The
key hole should be in this room. You will notice that it is positioned right
above a trapdoor. Guess what happens when you insert the key. When the trapdoor
drops, you will be in the water. Grab the flares on the floor and then swim up
to the ceiling. There will be a pull down switch to the corner of where you
dropped in. Pull the switch and swim out into the main area. When you swim to
the top, you should notice that the next layer has been flooded. Climb out on
the north-west end with the switch in the wall. This opens the steel grate on
the east side. Jump back into the water and swim to the opening on the east
side and jump to the support arms. Climb around them like you did before and go
into the open grate. Pull the switch to drop the rope in the middle of the main
room. Jump back to the main platform and run-jump-grab to the rope. From the
rope, jump to the other side of the pit—the area that you've been working
toward has been in sight since the very beginning.
Fourth
Secret: Crossbow ammunition explosive, Small medical pack, Shotgun ammunition
normal, 0% health loss
This is it, the biggest
secret of the game. If you didn't pick up the Upper Balcony Key earlier, then
don't even bother trying, because you cannot go on. Turn to the east and jump
to the platform on the wall. Use the Upper Balcony Key in the key hole and the
grate on the south side will open. Use the rope to make your way back to the
main platform and jump through the open grate. Climb the wall and go forward
until the next
level loads. Don't
bother with the gold room on the west, it's just for show. When the level
loads, crawl through the space on the left and drop into the pillared room. On
the east side of the north-east pillar is a switch. Pull it and the room you're
in will fill with water. Swim around the pillars to pick up a small medical
pack and some shotgun ammunition normal.
Swim to the top and pull
out on the side opposite of that where you
dropped in. Walk around
the corner and take care of the crocodile. Pull up through the opening and run
to the end of the hall. Now, if this next part isn't in the top ten most
difficult timed puzzles you've ever done, then I'm ready to throw in the towel
on level editing. Run into the opening on the east side and pull the switch
there. Run through to the south and the door with open. Turn east and then
south. Pull the chain and turn around. Run east and turn left. Pull this chain
and turn around. Run west and turn left to
pull the last chain. Now
turn and make a sprint to the end. If done quickly enough, you will exit onto
the upper balcony and hear the secret sound as you do. If you are too late, too
bad; just try again. You have exactly 33 seconds to complete the chain pulling
from the time you pull the switch. Once on the balcony, run around and pick up
the crossbow ammunition explosive. Drop back into the water and pull up onto
the lower balcony and run through the opening and slide down to load up the
other level. From the main platform, jump to the rope and then jump to the
other platform.
Pull the switch on the
wall and enter the cavern that is half under water. Run to the top of the
building to step on the pad and open the door under water. Swim down there and
pick up the second piece of Ptolemy's Weapon: East-west. The grate opens when
you do, and you can swim through and wait for the next level to load. Pull out
of the water and climb up to the switch. Pull it to open the door and leave the
area, remembering to grab the flares before you go. Go through the open door
and turn around to the other opening. Climb up here and jump to the small ledge
hanging from the pillar. The next part is difficult, but can be done. You must
run-jump-grab the other ledge. To do this, line Lara up just a little away from
the north end of the ledge and all the way to the back of the east end. Turn
her just slightly to the right so that she is facing the northwest end of the
ledge. Now run-jump-grab forward and turn in mid-air to grab the other ledge.
This might take a lot of
tries, but it's the only way to get to the other end. Once there, jump to the
other platform and pull the switch. This opens the door at the other end of the
pillared hall. Drop down and run to the opening with the ladder. Climb up and
jump onto the ledge. Jump into the new opening and walk around the wall and
crawl out. A guard will come to attack you. Take care of him and grab the Jeep
Keys. Get in the jeep and drive toward the set of double doors. They will open
as you approach them and the level will end.
The End