THE LAST
RESTING PLACE OF CHIKAS PUPANQUI
By Sue Wicks
Walkthrough
written by Elvis t. aka eTux (with additional help from the author)
Designations:
Pickups: Kills: Secrets: Guidelines
Note: The level has 5 secrets – but to find the last one you need to
find 2 other secrets from the same area and a crowbar. You can always return
for them up to a certain point though.
The
Bridge. (+ secret #1)
You start out
sliding down a slope – and just around the corner is the first area – the
bridge. Safety drop on the platforms on the right of the bridge and you will
get a camera hint. This makes you pay attention to the bottom of the bridge -
and the reason why is that it’s monkey-swingable. You can get hold of it either
with a standing jump or running jump – so do it either way and swing to the
end. Drop when there’s safe ground below you.
Enter the
room here – shoot the gong to open the door above at the end of the
bridge. Shoot the vase on the left to reveal a large
medipack (1). Return to the pit – jump on the broken pillar and drop on
the architecture you see below. Now is your chance to get the first secret of
the level.
Observe the
lush valley below you – if you pay attention you can see a number of slopes
below the architecture you’re standing on. Basically these are your ticket to
the ground below. There are a number of jump combinations how to get below –
but only one spot from my experience. I’ll describe the combination that worked
for me, but that doesn’t mean there are no other ways to do it. Anyway – stand
on the architecture right besides the opening in the wall, face the slope with
Lara’s back (so your compass needle would point to west), tap backwards till
Lara falls over – hold the action key, so she would drop on the slope below –
slide a bit and jump backwards to the slope behind you – let Lara slide down on
the lower slope and you’re already on the ground without losing health. You can
explore the valley – but there’s nothing of interest there – so enter the cave
and pick up revolver ammo (2) and trigger secret #1. Climb up a step and pick up the small medipack (3). Then continue up the steps.
After you jump over the gap – the suspiciously looking horizontal stripes
indicate that the wall is climbable, but you can simply climb up on the rock to
the left as well. Further along you operate 2 pressure pads to open and then
close the coloured door – then you’ll reach a violet snowy passage where you
can climb up in the middle (don’t worry about where it leads beyond that –
that’s where you’d come from if you had neglected getting the secret).
In case you didn’t care for the secret – here are instructions how to
get here from the other side. Climb into the opening from the architecture,
Lara will look up left – that’s where your way further is. Face the wall –
backflip on the slope and bounce from it up to the opening Lara was looking at.
Continue till
you reach the top. Jump over the slope for a large
medipack (4), but beware of the wolf (1)
that guards it. Face the north wall from here, jump to grab it, shimmy a bit
left, then climb up and bounce to the next slope – slide and jump back to the
bridge.
Go to where
the door opened – as you continue down the hallway, three
wolves (2, 3, 4) will attack you. If you go left – you can pick up some flares (5) in the corner. Once done here – continue
to the right.
Boulder
chase, the lake and fire pit.
As you pursue
right and climb up, a fly-by shows the upcoming sequence. This is fairly tricky
– as you go down the slope you initiate 3 subsequent boulders, have to maneuver
the zigzag shape of the track, avoid 2 swinging timbers and 2 ghosts chasing you.
My suggestion
for this is to go until the fire tile, and then sprint down straight the path,
right before the boulders start rolling after you. This might take a few tries,
and you might mess up as you run into slopes, but persist, as it’s doable. When
you approach the curve, just jump over it, as there’s no point trying to
maneuver through it.
Now you have
2 choices:
The faster
but more risky way – time
your run past the swinging timbers with keeping in mind that the boulders are
still on your heels and jump over the pit.
The more
time consuming but relatively safer way – continuously jump between the slopes of the track
about 2 tiles before the first timber trap, and if you’ve timed it right the
boulders one by one should roll past you. Keep in mind though, that this only
takes care of the boulder issue. You still have the ghosts chasing you, but
this gives you the time you need to safely get past the timber traps and the
pit.
Once over the
pit – the ghosts should feel attracted to the dragon head figures and destroy
themselves. This by no means is the end of the sequence though, as there’s one
final boulder coming up. This one isn’t that tough though – there actually are
a number of ways you can do this – but the most rational one is to simply
sprint up the slope and crouch in either corner of the edge that gives you an
advantage over the boulder, as it bounces over you. If for some reason you can’t do this – it’s possible to just run
back and hang on the edge of the bridge, till the way is clear again. When it
is – climb up and continue to the lake area.
Slide in the
lake and get to the shallow part on the left. Lara is looking at the vines, so
that might be a hint. On closer inspection you’ll find a parallel bar
sitting there. Align Lara, the bar and the high pillar and do a running jump
towards it (press action to get hold of the bar – just in case you haven’t seen
this before) and swing to the pillar. Jump to the opening in the wall to get to
the fire pit area.
Note: There’s no specific or right way to do the next sequence, but
what’s written below is the way I recommend, as you can get through without
losing health at all.
Do a running
jump to the first set of planks. You should’ve barely landed on the edge. Do a
standing jump to the corner of the next platform. Shimmy around 2 corners,
climb up on the corner of this tile – it’ll save you from the blade trap, but
you have to act immediately to get to the next tile. So backflip, twist midair
and direct the jump to the left and hold action, and you should grab the next
set of planks. Shimmy a bit left to give you some room to run, climb up, run
and jump to the next tile. Once there, face the wall, jump and press action to
grab the climbable wall. Climb left until you can stand on the ground safely.
Temple
courtyard & timed runs. (+ secret #2)
Go along the
jungle – before you enter the temple courtyard, climb the broken pillar on the
west and get a small medipack (6). As you enter
the courtyard – you’ll be attacked by 3 raptors
(5, 6, 7). Once they’re dead look for a small pool of water on the center west
side in the courtyard. In the pool – on a brick platform is the High Priest’s key (7).
After getting it, go east in the main courtyard between 2 slopes – and use the
key on the keyhole to open the door (note the jump-switch on your right
– but that’s for a secret later).
In the next
area – there’s a crawlspace on your left and a set of slopes right in front of
you. The crawlspace is only a route back in case you can’t do the following
timed run on your first try, so ignore it and climb the left slope. Press and
hold the ‘jump’ button to bounce from slope to slope to the top of the room.
Grab the ladder when the jump sequence ends and climb up to the top of this
room.
The switch on the wall will initiate a timed
run, but just so you know where you’re going look over the edge and take note
where the wooden plank platform is. The door at the bottom is the one that will
open. This isn’t a very tough timed run, and if done right there should be more
than enough time.
So activate
the switch and drop right over the edge on your right to land on the wooden
plank platform. Safety drop on the stone floor down below and then tap
backwards as many times as needed to enter the door below (NE). If you didn’t
succeed – you can use the crawlspace to get back to the slopes, or simply
reload.
Once through,
drop in the pool. Swim below or above the knife blades as required (it’s not so
tough, so I won’t go into detail), between the 3rd and 4th
blades – swim into the SW corner for some flares
(8), climb out of the pool and the door will open. Go out in the next courtyard
and you’ll be attacked by 3 wolves (8, 9, 10).
There’s a tall column in the center of the room – use the steep snowy slopes to
jump on top of it and grab a small medipack
(9).
Move on
beyond the dark pit (there’s nothing of interest there), jump up the slope and
slide down on the other side. Some clashing spear traps will activate on both
sides of the pit and two inca natives (11, 12)
will climb out of it. You can fight them here, but my recommendation is to get
past the traps and past the pit as soon as possible and take the fight to the
next area, where there is more room to move around, thus making this fight a
bit easier.
In this next
area, jump into the higher west hallway – go south first and shoot the vase to
reveal a small medipack (10). On one of the
ornate blocks by the pit is a keyhole for your high priest’s key. Use it to
start a timed trapdoor sequence. It’s a timed sequence with a difference
– so you don’t have to rush to do anything in time, but time your jumps on
trapdoors that rise and lower in order to get to the top of this room. Jump on
the block with the keyhole, stand in the right corner. The sequence as such is
not difficult – as said the key here is timing.
After the
first trapdoor has risen for about a second, do a standing jump straight
towards it. Sideflip to the right (next trapdoor should rise as you do), then
backflip to the next trapdoor behind you, jump forward to the next higher
trapdoor and then sideflip to the right to land on the tile with the Wheelhouse key (11). As you pick it up, a wall
besides you will lower – but don’t go there just yet.
Note the door
on the other side of the room, perform a running jump and grab towards it, and
it will open in mid jump, allowing Lara to grab the edge safely. Climb up and
get secret #2 – a large
medipack (12) and some normal shotgun ammo
(13). Return back where you got the key. Before jumping down the pit here, pick
up the large medipack (14) in the corner.
Skeleton
pit, wheelhouse. (+
secrets #3, 4 & 5)
Jump on the
slope so you would face it with Lara’s back. Grab the edge when the slope ends
and safety drop into the pit as 5 skeletons (13,
14, 15, 16, 17) will fall from the ceiling surrounding you. There are two
openings here guarded by the clashing spear traps. The one in the north has a Tia Atpmus (15) and the one in the east has a shotgun (16) and some shotgun
ammo (17). If the skeletons are bothering you – I suggest going for the
shotgun first, and then blasting them into the deadly water to dispose of them.
If you’re more confident in your skills, you can go after the Tia Atpmus
first (the other obvious advantage for this of course is that you can simply
ignore the skeletons and spare the shotgun ammo for later). As you pick it up –
a door by the shotgun will open up. No matter which way you went first – return
to the east hallway and go where the door opened.
Climb the
steps and find yourself back in the courtyard area. It’s possible to get the 3rd
secret right now, but let’s make a little detour to the wheelhouse for the crowbar
first (You can still come after it later too, if you don’t want to deal with it
right now). Go to the courtyard and use your wheelhouse key on the keyhole
that’s on the wooden planks (it’s near the first keyhole). This opens the door
to the wheelhouse. Ignore the wheel right now - go into the southern alcove
behind it to find the crowbar (18) on the
higher ledge. Return to the hallway from which you re-entered the courtyard
area now. Jump on the mossy slopes steep enough for Lara to stand on and jump
on the higher walkway. There’s a switch that raises a trapdoor next to
the waterfall at the end of the walkway. You don’t need to flick it to get the
secret, but you might as well do it, so you don’t have to later on. Jump on the
mossy rock south of the waterfall and then up into the cave with a standing
jump. As you explore it further – you’ll find secret
#3 – a small medipack (19) and a Chepatri stone (20), which you can pry off the
wall with the crowbar.
Return to the
wheelhouse now and see the spinning wheel that gives this section its name. If
you’ve played Back to Basics 2008 levels or Bojrkraider’s the
Experiment series before – you’ll know what to do, but if this is your
first encounter with this device, stand on the flat ground before it and press
action – Lara will jump on to the wheel and ride it to the top. Hold down the
action key as when Lara reaches the top she’ll jump to the parallel bar and
after swinging once on it – will jump towards the ladder ahead. Climb to the
top, but don’t ride the zipline yet. Let’s go after the last secrets of the
level first.
Drop down on
the edge to your right first – on the wall across you should see the
jump-switch from before. Perform a running jump and grab towards it, and as
Lara activates it, the trapdoor in the middle of the courtyard will open. Drop
in the hole and pick up shotgun ammo (21) for secret #4. It doesn’t end yet though – continue
going down the cave and notice a receptacle next to a door. Use your Chepatri
stone to open it and get the Revolver (22) and revolver ammo (23) for secret
#5. If you missed out on the previous secret before these, you can’t get
secret #5 yet. You can still backtrack for or get all of them at a later time.
Once you’re
done, do the whole wheel sequence again, but this time ride the zipline and
jump into the opening to get into the next area.
Timed
run & Cage puzzle.
Now comes a
particularly nasty timed run, before you start – pick up the large medipack (24) before the beams (you may also
explore the course before actually attempting it to consider strategies and get
the other pickup - revolver ammo (25) – you can
still pick it up during the timed run as well). Definitely save before
you flick the switch. As you do – ignore the camera shot and the ghost that starts chasing you the best you can and
backflip with a twist in air and run towards the beams where you found the
medipack. Roll right before the beams and Lara should end up on the other side.
Backflip with a twist in air again – and run along the triangular edge. Use the
triangular flat tiles to maneuver around the pits.
Alternatively
– you can jump on the slopes around the spike pit. Your main goal is to land on
either of the triangular flat tiles – so bounce between the slopes till you get
there. Then carefully jump along the remaining flat triangular tiles till
you’re on safe ground with timbers again. If you didn’t before – you can pick
up the ammo in the corner (though it’s possibly best to ignore it if
this is your first attempt). Anyway – jump over the timbers and over the higher
ledge, crawl under the last set and jump into the next room before the door
closes. You have 43 seconds +/- a second to do this run, so it gives you some
time to mess up as well.
As you pass
the door, the ghost will look for a dragon head figure to destroy itself.
There’s a jump-switch on the west wall near the cog mechanism – activate it to
open a door to the walkway that leads to the main courtyard. No need to go
there just yet – drop down on the lower level - and place the Tia Atpmus
in the SW corner. This opens the door
next to you and allows you to pull in the cage you saw from the courtyard
before. Do so, and as you push it to the end, a raptor
(18) will be coming after you. After it is dead – pick up a cog (26) where the cage was before initially. There’s
a ladder in the NE corner, use it to get up to the higher level. Place the cog
on the side of the cog wheel. Now pull the wheel to raise the block you just
pushed to this level. If you didn’t already – go out on the walkway – and
activate the switch to raise a trapdoor. Return to the cage and push it all the
way along the walkway to the trapdoor. Activate the switch again to drop the
cage down the gorge and block the flow of water. This will flood it and allow
you to reach new areas.
Swim where
the fly-by showed you to go and end up in a dark cave. As you move along, it’s
easy to spot a large medipack (27) on your
left, pick it up and go on. If you don’t have all the secrets yet – now is the
last time you can backtrack to get them all. If you do, or don’t care much
about getting them – take the medipack pickup as a hint and restore full health
– and then slide down the slope that follows in the opening on your right and
into the final area.
T-Rex’s
Lair.
After a
dramatic fly-by Lara will be dropped into a pit with a T-Rex. This is where
collecting all 5 (or at least the last 3) secrets really pays off. Revolver is
the easiest way to kill the T-Rex (19), but you
can do it with the shotgun as well (if you haven’t done this before in other
levels – just run towards it with either of the above weapons equipped and
shoot it in the belly – 1 bullet usually suffices). And if you’ve run out of
ammo – there’s some normal (28) and some wideshot ammo (29) in the corners of the pit. There
is also another shotgun (30) to the left of the
doors where the T-Rex enters, just in case you missed the one in the Skeleton
area and the revolver gun in the secret.
You can take revenge on the 2 inca natives
(20, 21) from here, especially if you have the revolver, but you can leave them
for later as well.
Go where the
T-Rex came from and end up in a mossy cave area. As you enter past the doors –
there’s a switch that will open a trapdoor above the ladder a bit back (but
leave it for later). Go around the left ledge of the upper level of the cave
and pick up flares (31) before sliding down for
the cave. As you explore it, 2 raptors (22, 23)
will charge at you, so dispose of them. As you reach the end of the cave, pick
up an Oma Amul (32) by the skeleton and
return back to the main pit. As you go back, another raptor
(24) will come after you.
When back at
the main pit – climb up on the left and traverse the pit along the side till
you reach the entrance. Go to the ladder now and climb to the higher level. If
you didn’t take care of the inca native before – do so now. Jump to the
bridge where the other native dropped you into the pit, and go explore
the hallways here. As you reach a pool area, 2
skeletons (25, 26) will jump in front of you. Blast them in the pool and
go on the ledge, where you get a camera view. There’s nothing in the pool, so
it might seem like a dead end here – but you can actually climb on top of the
architecture alongside the pool. Approach it from the pool edge with the camera
view – jump up, grab and climb on top – and walk along whichever side you want.
Get out on the balcony from the other side of the pool and collect the other Oma Amul (33) that’s overlooking the arena.
Return to the
room where you climbed up the ladder – place the 2 Oma Amul’s to open a
nearby door and enter it for the last area of this level.
The
Last Resting Place of Chikas Pupanqui.
As you enter
the door a new area with a huge pool unfolds for you. You need to find another
artifact, and there seems to be a passage on the left bank, so take a clue and
go there. You reach a small narrow cave with fire pits and a lot of guys that have
been hung on a wire above you. You see the needed artifact on the other side,
so do a running jump and grab to grab the legs of the hanging skeletons and
swing along them to the other side. Pick up the Tia
Atpmus (34) and swing back on the other side. 2 more skeletons (27, 28) have been summoned – so
blast them in the fire pit and return to where you saw the receptacle. Place
the newly acquired artifact and watch as a fly-by shows a bridge being built
magically over the huge pool. Cross the bridge and reach to pick up the Pincana Amulet (35) and the level ends.
Statistics:
Kills:
28
Pickups:
35
Secrets:
5
THE END