THE FORGOTTEN CITY OF SANUS 4
Levels by Yasin
Walkthrough by manarch2
NOTE: The compass often does not show the right directions. The given ones
are the direction of the red needle.
Map has been provided by the builder
Level 1: Beyonder’s Hand
You start this level with a short cutscene. Afterwards you find yourself
on some kind of pyramid structure. Turn S and open the box; inside you get the Earth Key, the Sun
Key, the Moon Key, the Revolver with Ammo,
the Uzis with Ammo, the Crossbow with
Normal Ammo and the Shotgun with Ammo.
You found everything in this room, so run into the E tunnel and shoot two little spiders. Climb the block in the end of the
tunnel and come up into a crawlspace. In the N direction you’ll find nothing
but a dead end, but in the S one you can exit. Kill the bats in the next room and jump into the water pool
in this room. In the NW corner you can find a Little
Medikit, thereon climb out near the N ladder which you have to climb
then. Perform a backflip and jump to the NE to detect an arcade. Run down the
steps in this room and see a room with two exits NE and NW, but also a lion
statue with green eyes looking S. Note that for later. Then get out of this
room via the NE exit and follow into a pool. There are four little holes in the
next room; only in the SE one you can find a Wooden
Key. Simile to the last room there is an exit NE and SW behind the
green algae. Choose the SW one and at the fork swim S to find Uzi Ammo. Back swim N now and at the end of the
water corridor climb out in a new area. Wade N and find a E crawlspace. Behind
that you can find a wall lever; pulling it raises a lattice in the last room,
so run in the S corner and pull the block one time back to climb it and jump E.
Run to the far E corner and climb into a new room. A giant spider and several poisonous arrows are dangering you.
After killing it jump on the N slope. At the end of it you have two
possibilities to save your life because a boulder is coming through this
passage: You can either wait exactly 3 seconds and then do a jump backwards or
quickly run down the passage and then in the next, right room. Whichever way
you choose, get E of this room and you see three wall levers. Your task is to
push and pull the block there to the marked tile W. So, push the middle lever
to close the first two lattices and pull the block to the W end.
SECRET 1: Pull the block once S. Climb
on it and get into the high E opening for a Kami
Neko.
Back into the block room pull the left lever to open the first lattice and
close the third. Your way is now free to push the block onto the marked tile.
The NE door opens; when running on the square with a key a giant spider
attacks from behind, so kill it before taking the Sapphire
Key and leaving through the SW door. Kill two bats in the next room. A wall lever opens a door
on this and one on the lower floor, so choose the one on this floor. Kill two green lizards behind the self-opening doors. Right
at the beginning of the bridge you get to see another lion statue. It looks in
the S direction and it has blue eyes. Note that and run straight S to jump off
this bridge (to the left side). Climb the green structure in front of you and
face SW to run-jump to another platform. From there jump W to a broken bridge.
Run W until you crash into a wall. Luckily it’s climbable so get up there and
use the wall lever NE. A green lizard
approaches so kill it and get back to the bridge. As soon as you arrive at the
bridge jump N onto a slope and directly jump once more to arrive at a higher
ledge. Get to the E wall to arrive in a new room. Place the Wooden Key in the
keyhole and inside kill a spider and a green lizard. Recognize a third lion statue with
pink eyes looking in the SW direction. After that pull the W wall lever and
exit to the broken bridge. When facing the abyss at the E side of it jump to
the white part of the water fall and hang from the ledge. Climb back up and
immediately perform a jump backwards to land safely on a stone platform.
SECRET 2: From there you can see an
opening in the waterfall, so jump there and climb in for another Kami Neko.
Back on the stone bridge jump W on another platform, then SW and hang yourself
off the S ledge and shimmy W to an entrance to another room. Kill a green lizard in the next room. Climb the SW blocks
and see the last lion statue with red eyes. It looks in the SW corner. Note
that and push the S timed lever. Quickly run E to the lever before the fire
starts again, then, after pulling it, quickly run to the W lever and also pull
it. The lattices in the middle open so climb down. There are two pushable
blocks S and W; push the S one two times and run through the passage shooting
two spiders which guard Uzi Clips and the Skull
Key. Run through the passage and push the block once at the end,
then run back out of the tunnels and climb that block to get out of the pit. At
the beginning of the last room you can see a fire burner N, but for now you
don’t need to go there. Instead get back to the big abyss near the broken
bridge, shimmy and jump all the way back E to the stone bridge. There is an
entrance NE so get through the passage there. Climb the S blocks and
monkeyswing N to fall down on a ledge where you can shimmy E and climb up. Kill
the bats and take a Little Medikit in the W way. Thereon run S up the
ramps and in a new room with waterfalls enjoy a cutscene and shoot a green lizard. There are four gemstones in the
room: The red one NE, the pink one SE, the green one NW and the blue one SW. Note
the directions of them and pick up Uzi clips
in the little pool (SW corner). Then run in the far NE corner to climb a block
and then onto the next stage of this room. Run and jump S to the other side. In
the far SW corner is a timed lever. It opens a door left of you, but you have
to go downstairs again to get to it. Now, backflip with a mid-air turn and jump
right on the walkway below. Run to the end of it and jump NE to grab a ledge at
the higher stage. Run through the W door and follow S, avoid two burners and
sprint through the timed door. In the next room take the Ruby Key and leave again. You now have to get all
the way back to the room with the fire burner you saw earlier. If you want you
can pick up Uzi Clips in the NW corner
first, then finally arrive in the burner room. Climb the S blocks one more
time, then turn around and monkeyswing to the other side of the room, timing
the way through the burner part. Then run E into another tunnel and use the
Skull Key at the end to open the nearby wooden door. Run S inside and crawl
through the crawlspace. Kill a bat and
climb the blocks; then find your way back outside. You enter a well-known
bridge. Run NE into the building and climb down to rush through the water room
and arrive at a new area. Don’t jump S into the water because the water flow
leads to a deadly part. Instead run NW into the pool. Swimming through leads
you back to the pool where you found the Wooden Key. Swim out at the middle and
kill a lizard at the end. Get through the
NW opening and run up the ramp to a swimming pool; jump in and swim E and climb
out at the very end. Run N and watch a cutscene, thereon place the Ruby and the
Sapphire Key in the receptacles and two doors open somewhere. Kill a lizard, take a Little
Medikit somewhere E and prepare yourself for the next puzzle; you
have to combine all information you have been received in this level now. Let’s
see:
The blue lion looks S;
The green lion looks S;
The pink lion looks SW;
The red lion looks NE.
There are four globes on the four platforms; they are clearly defined by one
direction of the corners they stand on. More information:
Red gem – NE
Pink gem – SE
Green gem – NW
Blue gem – SW
So, push all globes in the four corners on the right directions:
NE corner – globe to the NE
SE corner – globe to the SW
NW corner – globe to the S
SW coner – globe to the S
If finished correctly a cutscene should start; jump to the translucent
platforms below you and jump them to the end. (If the cutscene doesn't start, try moving the globes away, then back
onto their target square, one by one until the cutscene finally kicks in.) Afterwards jump to the big Beyonder’s Hand and take the Element Circle in it. Run N and slide down the
slope and the level changes.
Level 2: City of Sanus (Intro)
Slide down and at the platform quickly hang yourself off the ledge to avoid
being killed by a rolling boulder, then jump W to another block. Further SW
find yourself on a next platform where you can climb up to a passage with a
wall lever. When pulling, two lattices close so you can jump back onto them.
This lever is quite tightly timed so quickly jump back to the first platform
and from there S to jump on the other side. Place the Element Circle there and
three keylocks appear. Place the Earth, the Sun and the Moon Keys there to see
another cutscene which end means the end of this level, too.
Level 3: City of Sanus
In the beginning of this level, after a cutscene you begin raiding in a tunnel.
Run out of it and you arrive in Sanus. In the pool you can find Uzi Ammo. Climb out and run into the E passage,
ignoring the right diversion. Run down the stairs and kill a knight to your left. Climb the ladder here and see
a closed door to your right. Remember this place! At the other side of the
corridor turn SW and jump to the platform and then over the following W ones.
Enter the N building and find a switch on the S wall. This is a timed one, so
be prepared: Pull it and get back to the roofs. Jump from platform to platform
back into the first building where you saw that door. Sprint into it and climb
down the ladder to find the Plaza Key.
Back to the ladder, climb it down and get back to the beginning of the level.
If you want you can open a SE box for a Little
Medikit. Go around the corner to the E side of the building and see
a little cutscene. Pick up the Flares
and place the Plaza key in its receptacle. In the building sprint to the N
side, turn around and climb into the crawlspace as a movable spike wall comes
nearer and nearer. Shoot the vases there (while crawling) and get Revolver Ammo. Crawl out E and find a
“HELP”-message on the N wall. Note the arrows and their direction and jump
down. Kill an ahmet and a knight on the floor and get back to the beginning
once more. This time go into a N passage. The door behind you closes and an ahmet and two knights
appear. Shoot all of them and both doors in the courtyard open. The W one leads
to another courtyard with four pushable globes. You have to place them in the
four alcoves, but according to the “HELP”-message. So there are four alcoves.
All of them have two tiles in them, one left and one right.
Push one globe in the E alcove and then left,
Push one globe in the NE alcove and then left,
Push no globe in the NW alcove,
Push one globe in the W alcove and then right.
A door opens somewhere, leave the courtyard and get back to the beginning. Go
NW and up the stairs. At a T-junction keep left until you reach a little pool.
Jump in and go to the far SE corner of it to find the Warehouse Key (very hard to see). Go E and right
to find Shotgun Ammo which triggers a ghost knight. Kill him and go back.
SECRET 1: SE of the beginning of the
little passage you’ve just exited you can see a cornerstone of the roof with
four torches. Run to the E one facing W and use that torch. E a ladder appears;
climb it and the secret sound appears. Run to the end of the bridge and then
left into a little chamber with a Large Medikit
and a Magician Head.
SECRET 2: Go back to where you have
thrown the torch lever. Run onto the SE roof and from there jump S to the other
roof. Walk around it in a counter-clockwise direction and go far E of the
building to jump over a fence and find a Broom.
Get back to the upper floor and to the fork where you can go W up the stairway.
Now go S downstairs to the very end and kill a ghost
knight. Go through the open W door and in the new courtyard, with
many trapdoors which open when running over them (so watch out), kill two ghost knights after watching the cutscene and go
to the middle of the E wall to find Crossbow Bolts.
If you want you can go S behind the building and trigger two ahmets. Then or instead use the Warehouse Key on
the N side of the building to eliminate two knights
and find the Carved Key inside. Now you
must go back to the beginning for the last time. When going out of the
courtyard another ghost knight appears so
shoot him down and go back to the first pool. Again go E and go downstairs,
noting the translucent wall N. Go left to the very end and use the Carved Key
here. The wooden door opens and you get into a flooded room with many levers to
pull, over- and underwater. This is the right order how to use them:
- Jump into the water and use the underwater lever on the nearest column SW.
- Back out use the NE wall lever.
- Jump over the platforms to the far SW corner of the room (not in the water)
and use the second wall lever there.
- In the water in the N is (under the entry) another wall lever so pull it
down.
Now swim SW again and find an open underwater door. Swim through and climb out
at the end. Use the E lever and the room is now completely dry. In the big room
you can find a pushable block so push or pull it all the way under the last
wall lever on the S wall. The gate SW you maybe saw earlier has opened now;
first you have to get back to the upper floor. For that run into the smaller
room S and pull the block once, thereon climb on it and get to the lever. Pull
it up now and the room has flooded a bit. Swim E and climb the ladder there.
Pull the lever on the top floor up, too, so that the room is fully flooded
again; jump or swim to the SW open door and get the Strange
Stone. Exit this area via the NE door and go N and upstairs again,
this time to the translucent wall you noted earlier. Place the Strange Stone in
the middle and after the door explodes you have to kill two more ghost knights. N of the pool some Flares can be found and E a trapdoor can be
opened; jump inside to fall deep into a little pool. Wade N and save before
climbing into the E passage. Immediately after climbing in turn a bit and make
a sidejump into the water as a big knife wheel rolls down. At the top of the
ramp kill an ahmet and go W towards a big
grave. Turn NE and run-jump to the platform there. Walk and jump around the pit
until the far SW. Look down E and jump on the slope which leads you to a
platform with a wall lever. Pull it and jump E onto the slope, then backflip
onto the higher floor again. A block has raised N; climb it and from there jump
to the opening in the wall. Go to the end of the corridor and then up the right
ramp. When you go around the corner quickly turn and run to the last room again
as another knife wheel dangers you. Jump to the ladder at the end of the ramp
and climb it, then, when the fires go out, back-and sideflip until you are safe
again. Crawl in and find the Bronze Key.
Back out, down the ladder and the ramp, shoot an ahmet
and jump E to the ledge, shimmy around the left corner and get up, turn around
and jump to the platform where you came from. Jump to the other side of the
canal.
SECRET 3: At the other side of the
waterfall turn SW and jump to the platform right of the slope there. Turn SE
and press Backward to land on the slope, at the end jump while holding Action
and land in a passage. The secret sound appears and at the other side of the
crawlspace you can find the Hakkero.
Jump up the W blocks and slide down the slope at the end. From there you can
get back to the waterfall.
Again jump to the other side of the canal; go E end crawl in the little
passage. Getting through it is not easy – in the middle is an uneven point
where you have to crawl to the rightmost point until you finally get through.
In the new room jump up the left block and exit and at the E end crawl in the
little passage. Getting through it is not easy – in the middle is an uneven
point where you have to crawl to the rightmost point until you finally get
through. In the new room jump up the left block and exit it via the corridor,
pick up a Little Medikit in a little
grave here. Afterwards climb out and jump up to the purple slope, climb on it
and backflip with a turn in mid-air. Grab the ledge and shimmy left to climb up
on the block and then up the ladder. In the new room pull the lever on one
wall, shoot a knight and run over the
balcony to throw another lever to see a door which hasn’t opened yet. Back to
the beginning of the balcony run on the golden lattice and from there jump to
the column SW and once more with a curved jump to the second balcony. Inside
the building kill another knight and note
two keylocks. Run downstairs and at the T-junction go right in a room with
another knight to shoot. Searching in the
S boxes lets you receive 2x Uzi Ammo. For now you can’t do anything more in this
room so leave. Go N into the last corridor. Jump to the yet closed door over
the spike pit and turn around. When the fires go out jump to the next alcoves
and finally onto the safe blocks. Jump SW avoiding the fire, backflip and jump
once more to grab a ledge. Shimmy left and the ledge grows into a ladder. Jump
backwards to the slope behind you and from there to the little chamber. Run
around the left corners to find a timed lever S. Pull it and jump to the other
side of the room with the pit. You probably land on a slope; at the end turn around
and run-jump to the now open door. Take the Strange
Stone and leave after killing an approaching ahmet. All traps in this room are deactivated;
simply jump and climb up to the highest room again. Place the Strange Stone in
the S receptacle and in the next room kill another knight.
There are two exits from this room: The right one leads to a balcony with a Large Medikit and the left one to another puzzle.
There are two shells in this room having a certain direction. Place Lara on the
S wall of this room looking N and note the directions of the shells: One NE and
one S. There is a crawlspace NW so enter the next room with another two shells,
which directions are N and NW. Note it again and leave this room and go back
where you came from. Climb down all the way in the spike room and reach the
starting corridor. Go forwards (S), run to the end of the room and turn around.
Lara looks N now, like in the shells room. Step on all tiles where the shells
were placed, but NOT on any other:
S
NE
N
NW
The W trapdoor opens; crawl through the passage and climb out at the end of it.
Drop into the pit at the end and take a running jump to the central platform,
then into the W opening to find another Carved Key.
Back SE where you came from climb up the ladder and get back to the puzzle room
with the tiles. Run up the NE stairway to the top again and place the Carved
and the Bronze Key in the E receptacles near the exit. Some spikes disappear
somewhere; you have to get back the whole way up to the room with the balcony and
the shells again. From there jump to the platform with the lever, pull it and
the door in the courtyard below you finally opens. Jump into the pool from the
balcony and get inside the passage NE to find the Royal
Gate Key. When going in not less than three ghost knights and four ahmets
appear. Shoot them all with your best weapons, wait a minute and use the Key in
the NE lock to open the big doors. Run through and then W. Avoid the knife
wheels in the corridor and run a bit further to end this level.