THE SACRED EMERALD
Levels by Richard Hill (Seth94)
Walkthrough by
various writers, who will be credited at the beginning of each level.
Level listing - click
link to go directly to the walkthrough for each level:
Part 1 - Egypt |
Part 2 - Tibet |
Part 3 - Nevada |
|
Part 4 - Peru |
Part 5 - England |
Part 6 - Underground |
APPENDIX (added May
10, 2012) – click here to
get to No Medikit guidance walkthrough by DJ Full
PART 1 - EGYPT
Level 1:
THE GREAT TEMPLE OF IDFU
Walkthrough by Phil Lambeth
Unfortunately, the compass is cockeyed.
I'll indicate directions according to where the red needle is pointing.
After the introductory FMV in which a helicopter drops Lara off to begin
her mission, there's a flyby that takes you briefly through the area you'll be
exploring first. Go down the W passage
and jump into the pool. Swim through the
narrow S opening and follow to the end, where you can pull out. Immediately draw your pistols and target the panther mummy awaiting you. After it's dead, go W into the small room and
take the OLD WORKING MACHINE (PDA) from
the plinth (cut scene of a door opening near the pool). Grab the flares
and small medipack from
the far corners of the room before exiting this area. Before you jump back into the water, look for
the NE crawlspace high up in the wall and get inside. Crawl forward for SECRET
#1 and pick up the shotgun ammo
and the grenade gun ammo.
Get back down and jump into the water.
Swim back to the pool and pull out on the low N step. Go into the open W doorway and follow the
passage to a dark room with a large deep pit in the center. Note the keyhole in the block to your
left. You can use the ladder across the
pit to climb down as far as possible and then release to drop down into the
pit. I found it faster and simpler to
step back from the edge and take a standing jump down to the top of the cage
below. Once you get down, take the large medipack from the
SE alcove. Hop down and move the nearby pushblock into the W alcove. Pull up onto the W ledge and pull the second pushblock N once or twice.
Get up on it and jump to the N opening.
Drop down into the room below and note the three outstretched
hands. You have nothing to place in them
yet, so go past them and pull up left.
Pull down the wall switch to open a trap door next to the E wall.
Drop down to the grated floor and locate the open trap door. Prepare to do battle with a panther mummy in the room below. After you've killed it, go to the golden tile
in the shallow depression and pick up the SAPPHIRE
KEY. Enter the alcove you
dropped down from and climb up left.
Take a standing jump and grab the top of the tall cage. Pull up onto it and stand at the NW
corner. Take a standing jump N and grab
the ladder. Climb up past the ledges and
shift left around the corner. Drop down
to the ledge and jump over to the N keyhole.
Insert the Sapphire Key to lower a trap door outside. Go there via the E passage, climb the ladder
beneath the open trap door and pull up onto the higher ledge. Pull down the switch in the E wall to open
three doors all around you. Grab the uzi ammo from the NW corner and the small medipack from the
SE corner before continuing.
You now need to explore the areas beyond each open doorway and secure
three globes to place in those outstretched hands you saw earlier. I
started with the N doorway. Go inside to
find a tall central cage ptotecting a water hole down
below. In each corner of the room is a pushpiece containing an ankh. There are four gray tiles surrounding the
tall cage. Move each pushpiece
onto a gray tile so that the ankh is leaning away from the cage. When you place each one correctly, the gray tile underneath collapses and you have to climb back out of
the hole. After the fourth pushpiece is placed, a door opens overhead. Stand on the N edge of the NW raised tile and
jump up to grab the ladder. Climb up,
shift left and drop down onto the ledge.
Turn around and run into the open gateway to drop down into the water
below.
Swim E into the underwater room and pull down the lever to open the trap
door at the bottom of the deep pool.
Swim down through the opening and follow to where you can pull out. Look up the W ramp and you can see a boulder
suspended up at the end (one of three with which you must contend). That first one is easy to avoid, just back
flip onto the ramp to trigger the boulder, then run back down and jump left
into the water (the boulder rolls to the right, into the corner). You would be wise to save your game before
triggering the second and third boulders.
Pull up onto the ramp, turn around and hop backwards three times to
trigger the second boulder, then sprint back down and
jump to safety. For the third boulder,
walk slowly up the ramp until you trigger it just past the sloped alcove to the
left. Then jump immediately to the
sloped alcove to the right and keep the jump key depressed to hop over the
boulder as it rumbles down the ramp.
Pull up left at the end of the ramp and enter the crawl space. Follow to the end and drop down into a dark
room. Kill the panther mummy and take the brass EGYPTIAN BALL from the plinth. When you do so, the W door ahead opens. Go there and follow the passage to a tall
room with spikes covering the floor. Jump
slightly SW to the ladder in the column to your left. Climb to the top, pull up and back flip to
the slope behind you. Slide a short
distance and jump to a second slope.
Jump off it near the bottom and grab the ladder in the other column. Climb to the top, shift left and drop down
onto the grated walkway. Pull down the
wall switch for a lingering flyby demonstrating that you've drained the water
from the area you swam through earlier.
To get back down, simply turn around and jump down to the NW slope. Grab the edge as you slide down and release
to drop down safely. Go back the way you
came, and at the end of the boulder ramp you'll encounter the drained
area.
Pull up and use the blocks and ladder to get out of the empty pool. Exit W and use the ladder to climb out of the
cage in the ankh room. Get down and exit
S to the outdoor area. Enter the W
doorway to alert a panther mummy in the
room above. Try to kill it from here to
conserve your health, then jump up the slope into the
next room. Pull down the wall switch to
open the W gate. Go there and slide down
the steep slope that brings you to the top of a ladder. Climb down the ladder and drop into a
pool. Two crocodiles
are alerted, so pull up onto the handy ledge and kill them from this vantage
point. Swim S along the passage and
loop around to the left after passing the second narrow opening. Pull the underwater lever and continue S into
the next room. Pull out and go down some
steps to pull down a switch in the S wall.
A door is opened right above you, so get out and jump into the
passage. Follow to an intersection and
go right. Slide down the slope into a
water hole and follow the passage. Swim
down and to the left. Turn the corner to
find a small medipack
and note the closed door ahead. Swim
back in the other direction (E) and turn left at the wall. Swim up and into the small space for SECRET #2 and some uzi ammo. Swim back down and return for air. Save your game and execute the following
instructions as quickly as you can. Swim
back down and this time turn right. When
you reach the E wall, swim down to your right and follow the winding passage
until you reach an underwater lever.
When you pull it, a tightly timed swim to the closed door you saw
earlier is required. Just remember that
you're swimming generally left as you're looping
around to the timed door. When you get
past it successfully, which may take a number of tries,
you're immediately greeted by a crocodile. You badly need air by this time, so swim past
it and pull the underwater lever at the end of the passage (cut scene of a key
you'll soon obtain). Flip turn and swim
back to the air hole.
Getting out of here is trickier than you might think. Pull out W, then jump back and forth across
the sloped surfaces, using the right arrow key until you land on a stable area
in the SW corner. From there it's a
simple matter to jump into the W opening and exit this area. Turn left into the N passage and return to an
area you visited earlier. Two centaur mummies are now waiting for you, so kill
them before exploring the now-accessible NE area. Climb onto the block in the SE corner for a
large medipack.
Note the nearby golden block you saw in the cut scene. Go past the pool into the NW section and hop
up onto the sloped block in the SW corner.
Turn left and take a running jump to the NW flat surface. Pull down the wall switch and get back to the
golden block across the room. The SAPPHIRE KEY has magically appeared on it, so
jump up and get it.
Exit this room via the S gateway and hop up into the higher
passage. Turn left at the intersection
and enter a room patrolled by a panther.
After it's dead, hop onto the block, stand at
the NW corner and face slightly NW. Take
a standing jump and grab the higher ledge.
Pull up and grab the nearby flares. Get the small
medipack in
the NW corner and go to the E wall to insert the Sapphire Key in the
receptacle. Flames start shooting out
of the mouths of the three cat statues, but not to worry. Simply turn around and jump to the central
plinth for the gold EGYPTIAN BALL. A cut scene shows your way out, so safety
drop to the floor and exit through the E doorway. Turn right at the intersection, return to
where you did battle with the centaur mummies and jump into the water.
Swim through the N opening and pull up onto the ledge at the end. Face E and take a standing jump to grab the
ladder in the shaft. Climb up to the
top, pull up and continue climbing the blocks until you enter a crawl
space. Jump up the slope and continue
forward until you slide down into the outdoor area. Turn left and go to the S doorway. Enter and come to a deep pit with deadly
water and intermittent flames at the bottom.
Face SE and jump to the slope.
Slide down and grab the edge.
Shift left if necessary to bring Lara above the opening below, then pull
up and allow Lara to fall past the edge before hitting the action key to bring
her safely into the alcove. Turn around,
wait for the flames to subside and take a running jump to the W crawl
space. Pull inside and follow to a
flaming pit. Lower Lara into a corner
where the flames won't harm her, and pull up S.
Repeat with the second flaming pit and crawl forward into a room where
urgent music starts playing.
Step down and pick up the large medipack.
Go around the central obelisk and prepare to do battle with a pair of centaur mummies.
Grab the nearby desert eagle ammo
and pull down the switch in the S face of the central obelisk. Three tall blocks are raised behind you and
to either side. Go to the raised platform
near the NW corner and face the nearest raised block SW. Take a standing jump to it, grab, shimmy left
and pull up. Jump around the room from
block to block in a counterclockwise direction.
Take a standing jump N to the ladder and climb up. Shift left and pull
up into the opening. Follow the passage
to the end and hop down into the trench.
Take the silver EGYPTIAN BALL
from the plinth and hear a door opening as you do so. Turn around and pull out left. Go to the edge of the opening and turn right. Locate the crack in the E wall and jump to
it. Grab and shimmy left around the
corner. Pull up into the crawl space for
SECRET #3 and some uzi ammo.
Drop down to the ground and use the raised blocks to get back to the
ladder in the N wall. Climb up to the
opening and run past the plinth to drop through an opening in the ground. Kill the centaur
mummy across the pit in the room below, then
take a running jump N across the pit to grab the ladder. If you miss, you won't slide down into the
deadly water, so simply climb up and return to the outdoor area. Safety drop to the
area below and enter the W doorway. Get
down to the bottom of the pit, using either the ladder or the tall cage. Kill two panthers
upon arrival. Use the block to jump into
the NW opening, hop down the other side and place an Egyptian Ball on each
outstretched hand. The door behind you
opens, so enter slowly and take the SHOTGUN
from the plinth in the first alcove to your right.
As you proceed N you'll trigger three pairs of teeth doors, so proceed
cautiously past the first two sets and enter the alcove on your right. (Thanks, DJ Full.) Pull up into the crawl space for SECRET #4, pick up the flares and get back down. Jump into the opening at the end to be warped
to the next level.
Walkthrough by José.
THE MAIN ROOM
This level begins underwater. Notice the closed UW door for later. Avoid
the croc and swim directly W (keeping to left or right side to avoid the falling debris), go out
of the water and shoot the croc. From now on I'll call this room the
"MAIN ROOM". Pull the
switch behind the S pillar to open that UW door and go there.
POISONOUS RIVER AREA
In the next room climb the NE block, jump to the SE slope and jump again
to grab the edge of the high W ledge. Hoist up and jump to the NE ledge, from
here to the W gap, crawl and use the jumpswitch at
the end. Return to the previous room and the E door is open now. Use the monkeyswing to reach the other side, drop, grab the edge
and hoist up. Push the moveable block once and the left moveable block twice,
crawl W to the very end and go down only one step. From the NE corner, take a
standing jump to the flat E ledge and run and jump without stopping to the next
one to avoid the falling boulder. Another running jump to the
next one and other running jump E-NE to the next flat zone (jumping when
sliding if necessary) to avoid another boulder.
The next movement is a bit tricky; you must situate Lara in the middle
of the end of the penultimate tile and jump facing E-SE to the very corner of
the ledge to your left; immediately jump back to avoid another falling boulder.
It can happen that when you jump back from the block you land over the sloped
part and slide to the abyss; in this case you can grab the edge and shimmy a
long way to the west to climb the blocks there and do again the same jumps to
return to the nasty block. Once the path is clear, jump again
to that block. Grab the crack, shimmy to the right and go through the
crawlspace.
THE RUINS KEY
In the next room jump to the E ladder and safety drop to the ground
floor, pick up uzi ammo in NE and SE corners and pull the switch in
the central block to open a door somewhere. Kill the centaurs, climb the central block and jump to grab the ladder
in SW corner; climb almost to the top and jump back with a twist to grab the
edge of the ledge behind you; return to the crack and shimmy back to that nasty
block. Face S, slide backwards, grab the edge, climb down the ladder and at the
bottom drop/grab the edge below; hoist up and go through the door you've opened
minutes ago.
Jump into the water and in the next room pick up the MP5 ammo in the corner; jump and climb the ladder
in E wall, jump back, slide, jump again and grab the crack and shimmy to the
right to a flat ledge. Go through the crawlspace and follow the path till you
can see the crack you've used. This time take a running jump to grab the upper
ledge with the pedestal; hoist up and pick up the RUINS
KEY, the UZIS and shotgun ammo. Make your way back to the door near
the river (drop directly into the water hole below).
TO THE ROOFS
From the edge of the opening, face S, jump back over the N sloped wall, slide and jump to grab the upper part of the
ladder above the opening. Now shimmy a long way to the left till you reach a
ladder in the corner. Climb down this ladder and at the bottom drop/grab the
edge below; hoist up and pick up the small medipack in the niche. Drop, grab again and this
time shimmy another long way to your right. Use the key to open the doors;
continue, climb the ladder and pull the switch at the end of the path to hear a
trapdoor opening somewhere.
Push the grey moveable block twice to clear the way and find the
trapdoor you've opened. In the next room kill the centaur
and climb the E opening; you are now back in the main room, so don't drop to
ground floor, but turn around and jump and grab the edge of the roof. Climb and
pick up desert eagle ammo and a large medipack; go to
the N side and find the symmetric opening there, kill the centaur inside and pull the switch to open a door
in the E side of the main room.
THE MAZE
Go inside and use the monkeyswing to clear the
spiked pit. At the other side you'll find a large maze. The tasks here can be done
in any order, but this is what I did: going always to your left (if you find a
dead end, turn around and continue always left) you'll find: a closed barred
door with a key behind it, a suspicious grey texture in a wall (a secret for
later), a wall switch in the SW corner (pull it), an UW opening in the S wall
(kill the croc and explore the room if
you want, there are some flares and a
closed door), a second wall switch in the SE corner (you've opened this door
with the other switch), a centaur and uzi ammo in a dark room in thr
E wall, a closed trapdoor in the NE corner (for later), a centaur and another wall switch in the NW corner
of the maze and eventually you'll be back in the place where you started. Now
go directly to the UW opening in S wall; the door there is open and you can use
an UW lever to see the trapdoor open. Go back there, killing another centaur on your way.
LAVA ROOM
Pick up the small medipack, go up
the ramp and quickly to the right niche to avoid the rolling boulder. Continue
up to a small lava room. From the edge take a step back, take a standing jump
to the first slope, immediately jump and grab the edge of the next sloped
pillar, hoist up, slide a bit and jump to grab the monkeyswing.
Time the fire emitter and stop under the penultimate tile before the wall; face
S and drop/slide/jump to the next sloped ledge, jump and jump again to grab the
central catwalk; shimmy to the left and hoist up when you can, approach the
switch and save your game. The wall switch on the other side of the swinging
spiked bags is timed, so you must pull the switch and quickly run past the bags
before the door closes. This is a very hard task. Scottie has made a video so
you can see how it can be done:
http://www.youtube.com/watch?v=gbd4TVmn0wo
1ST KHAMUN'S KEY
Advance through the corridor and pull the switch in the left niche to
raise a nearby trapdoor. Inside the crawlspace, continue crawling to the S end
to pick up shotgun shells. Return to the
raised trapdoor and jump to the crawlspace in N wall. Once out, jump the ledges
in an anticlockwise direction to reach the SW opening in the grid (pick up the small medipack). Go N
and push the block twice and the block to your right to the E as far as you
can. Retrace your steps a bit and push the middle block once to the N and the
right one once to the NW corner. Now you can pull the very first block you've
used once to the W to discover a triangular opening behind it and get SECRET #5: uzi ammo.
Place this first block against the E wall again and now you can move the block
in the S wall out and aside to clear the way. Folllow the path, killing a croc on your way, and pick up the first KHAMUN'S KEY at the end. You'll see a
trapdoor opening in the main room and also the door in front of you opens.
First a small detour for a secret. Do you remember that suspicious grey
texture in the wall when you explored the maze? Kill a centaur and go there (remember, always to your
left) to get SECRET #6: desert eagle ammo. Return to the main room
(always to your right), killing another centaur.
FIVE SWITCHES ROOM
Near the S wall is the open trapdoor you saw in the camera shot. Soon
you'll arrive at a room with five switches and four closed doors. From left to
right, pull first the switches 1, 2, 5 to open the N door; climb down the
ladder, beware the teeth doors, climb another ladder, grab the monkeyswing and time the fires to reach the other side;
pick up the large medipack
and pull the switch to see a block raising somewhere. Return to the
five switches room the same way.
Now pull the switches 1, 2, 4 (from their original position, all
switches up) to open the door in the SW corner; pull the switch at the end of
the crawlspace and return to the five switches room.
Now pull the switches 2, 3, 4 (from their original position, all
switches up) to open the door in the E wall. Make your way to avoid those nasty
swinging spiked bags, pull the switch and return to the room.
Finally pull the switches 1, 4, 5 (from their original position, all
switches up) to open the door in the S wall. Climb the ladder and time the
teeth doors when jumping back. From the high opening you can take a running
jump NE to get SECRET #7: uzi
ammo in the crawlspace behind the cat. It's possible to take a
running jump from here to return to the high opening, if not you always can
deal with the teeth doors again.
2ND KHAMUN'S KEY
Jump to grab the monkeyswing and move yourself
to the W opening. Beyond the crawlspace there is the last switch to raise the
last block in the water room. You can take a look into that room from here. Go
back to the five switches room and this time monkeyswing
to the high N opening. In the water room you can explore the bottom to find flares near the W wall (shoot the croc first). From the first low ledge near the
entrance, take a running jump to the first raised block. Turn around and jump to the crawl space in
the wall for SECRET #8: shotgun
ammo. Go back and use the blocks you've raised to grab the ladder in the SW corner and climb it; you
are now at the top of the water room. The jumps here are a bit tricky because
of the low ceiling. Start by taking a running jump to the ledge in the N wall,
facing E-NE and with a right curve near the end (no grab). Then a normal running
jump with grab to the S ledge. Finally a running jump along the border with a
hard right curve to reach the ledge with the pedestal (I did it with no grab).
Pick up the second KHAMUN'S KEY
and push the block to the end. You're back at the top of the roof in the main
room. Kill the centaurs and use the keys
to open the nearby door. Drop into the hole in the corner to finish the level.
November 15, 2011
Walkthrough by José
DANGEROUS SLIDE
Slide down the ramp and go down jumping to avoid the holes with spikes.
When jumping, try to curve in the air to the right side of the ramp to avoid
the falling boulder, too. Before the last spiked hole, try to jump with a twist
so you land and slide backwards, grabbing the edge at the end to keep health.
If you want to get the first secret in this level, after the last hole to your
left there is a flat ledge with a SECRET #9:
shotgun shells, so you must calculate
very well the jump to land onto that flat ledge, but not near the W edge, or the
rock will smash you.
BLOCKS PUZZLE
In the next room shoot the mummy
and take notice of the high door in the S wall for later. Climb the ladder in
the NE corner and drop to your right. Go around the corner and pull the
moveable block once. Go back to the ladder, jump to the E side and push the
block there. Go inside the crawlspace and pull a third block once. Return to
the previous block and push it once. Now you can move the first block W and N,
placing it in the very NW corner so you can make a free way around the central
pillar. Now you can pull the second block twice and go around the pillar to
discover a crawlspace behind it. In the next room shoot the mummy, go up the stairs and use the switch in the
S wall. You'll be back here later. In the starting room the door is now open.
Go back there.
SANDY ROOM (first time)
Follow the path, drop into the hole at the end, shoot another mummy, pick up the uzi ammo
and go up the W stairs. In this sandy room, go through the crawlspace in the SE
corner, time the teeth doors and use the monkeyswing
to reach the high crawlspace in the W wall. Continue and slide and jump over
three slopes (start on the very right side first) to finally land onto a flat
ledge. Climb the blocks, climb the ladder and jump back with a twist to grab
the edge of the ledge behind. Pull the switch, turn around and take a standing
jump to grab the high S ledge, safety drop into the hole at the end and pull
another switch to open the golden door and return to the sandy room.
THE GOLD JEWEL KEY
The room has changed. Shoot the mummy
and now you can go through the hole near the center of the room. In the lava
room, take a running jump to the first ledge, a standing jump from the right
corner to grab the edge of the breakable tile, hoist up and another jump to the
final ledge. Go through the crawlspace and pick up the GOLD JEWEL KEY and shoot another mummy. The previous rooms are flooded now, so you
can return to the sandy room.
SANDY ROOM (second time)
Go again through the crawlspace in the SE corner and to the high ledge
in the S wall where the keyhole is. When you use the key, the door down in the
NE corner opens. Go down the stairs and pick up the large
medipack and the shotgun shells. Use the sloped ledge in the SW
corner to reach the monkeyswing and advance through
the crawlspace. Continue to the...
PANTHER'S ROOM
There's a ladder in the E side of the cage, so you can climb to its top.
Go to the right side of the W golden door, drop/grab/drop/grab the edge of the
opening below. Jump over the hole and quickly run to the left alcove to avoid
the rolling boulder. Climb and use the switch to open the door. Move the block
and place it under the switch outside, using the wall opening when necessary.
Use it to open the golden trapdoor over the cage; go down, killing all panthers and pull the switch in the central block
on the ground floor. Use the ladders to go back to the top of the cage and the
E golden door is now open.
FIRST SILVER JEWEL KEY
Go up the stairs and shoot a mummy
and a croc. Grab the crack in the E wall
and shimmy left and around the corner to another opening. Now you'll have to
"deal" with an unusual enemy: the cameras. In this corridor there are
some teeth doors, but also annoying cameras and you can't restore the camera to
Lara's back, so make your way along, saving often in front of the traps till
you can surpass this dangerous area. Drop into the hole at the end and pick up
the first SILVER JEWEL KEY from the pedestal. Return to the
starting area the same way you did before, go through the S door and back to
the sandy room.
SANDY ROOM (third time)
Open the high door in the SW corner and use the switch to open a door in
a place you've already visited. Shoot the mummy
and go down the stairs through the NW passage, up the new stairs, shoot another
mummy and you'll find yourself in another
sandy and large room.
SECOND SANDY ROOM
Jump S to save health and slide to the bottom. Shoot the croc, jump into the water and dive to the hole in
the NE corner to find SECRET #10: MP5 ammo. There's an air hole in the NW corner;
in this room climb the S block between the golden statues and take a running
jump to the SW pillar, another running jump to the N sloped one, trying to land
as far on the other side as possible and a last jump with a right curve to grab
the edge of the central ledge. Another option here is to slide backwards, grab
the edge, shimmy to the very left, hoist up and backflip
with a twist and with a hard right curve in midair. Once there, another running
jump to grab the crack in the E wall, shimmy left and go through the crawlspace
and drop into the hole at the end, pull the switch, jump into the water, pull
the underwater switch and return to the sandy room. Climb to the high open door
in the W wall, continue, climb the S high opening and pull the switch there.
Jump into the water and go through the NW air hole again, repeat all those
jumps from the block between the golden statues to the central ledge, and this
time jump to the grey raised block to reach the high NE opening.
BOULDERS CHALLENGE
Now some tricky tasks come. There is a ramp where you must slide, with
rolling boulders moving left and right at the bottom with crawlspaces behind.
The timing here is very important, so begin to slide when the boulder is about
to descend from the very right side and quickly run against the crawlspace,
pressing the "Duck" key at the last moment so Lara gets inside the
crawlspace almost without crawling. The second boulder is even harder; situate
Lara on the very right side and at the very edge, time the boulder, press the
"up" arrow so Lara gets on her feet and do the same as before to go
inside the next crawlspace. Once you've got it, pick up the grenade ammo and push the moveable block at the
end of the corridor to discover another crawlspace, which will lead you to the
top of a well known room.
SECOND SILVER JEWEL KEY
Take a running jump to the central pillar, jump to grab the upper sloped
ledge, hoist up and continue jumping back and forward with curves in the air
till Lara changes to an E-W direction. Continue jumping back and forward and
press the "roll" key if necessary so Lara faces W and finally jump
with right curves to land on a flat ledge in the SW corner. Jump to the opening
in the corner and pull the switch to flood the second sandy room. Make your way
back there (easy) and this time you can reach the opening in the N wall. Follow
the path and crawl against the second step in a corner to avoid the falling
boulder. Continue, timing the teeth doors, and grab the monkeyswing
at the end. When you see the crack in the wall, drop/grab it and shimmy left to
the W ledge. Pick up the second SILVER JEWEL KEY
from the pedestal.
FINAL FIGHT
Abandon this place through the E opening and return to the first sandy
room. Climb again to the opening in the NW corner and use your key there. Now a
hard fight with two demigods awaits you
in the next room. Once they're dead, pick up two KING'S
RUBIES they drop. Don't forget to pick up the goodies in the corners of this room, too. Use the
Rubies in the receptacles to open the door and see the last animation from
these Egyptian levels.
November - 18 - 2011
PART 2
- TIBET
Level 4: MINE TECHNICAL STATION
Secrets: 3
Walkthrough by manarch2
Caves
A change of setting now, as Lara starts this level in an icy cave. Go
ahead and slide down the slope on the right half (you cannot reach the ledge
with the ammo now), after some time you have to jump to the ledge behind the
gap. Look down in the gap - there is a slope and a ladder, but you don’t need
to go there yet. Instead, crawl through the passage on the ledge. In the next
passage crawl right for Normal Shotgun Ammo,
then head back and climb up the ladder to the top.
Big Area
Run outside and shoot a white tiger
attacking from the left. There are also three white
tigers on a higher ledge, kill them from safety.
***Jump up the highest ledge and drop into a
dark NW hole. Crawl through the short passage and drop down the ledges at the
end to find MP5 Ammo Type A, which is SECRET #11. Return through the shafts to outside.***
Jump back down to the bridge and drop a ledge lower, then to the floor.
Take the Large Medikit from
the N part of the bottom. Go S and find a wall lever on the left of the two
central pillars to open a trapdoor somewhere. Three tigers
attack, so take care of them. Now jump up from the ledge where the Medikit was and grab the ladder to the ledge above, climb
up and jump back on the bridge. Jump up to the top ledge of this area.
Rails
Go E and find the open trapdoor, drop down the ladder and run into the
passage with the rails. Shoot a worker
and proceed through the tunnel. Push the white block four times and shoot two soldiers. One of them leaves Uzi Ammo, the other one Flares. Pull the lever at the end of the
tunnel to open the nearby door, get through the passage sliding down and
jumping up some slopes, then climb the ladder and get up on the slope. Backflip on the slope behind, then jump back and forth
while performing curved jumps to the right when jumping forth, and you
eventually land on a block. Backflip onto the next slope and jump once more to grab the top ledge.
Climb up and pick up Normal Shotgun Ammo.
Jump up to the right hand crevice and shimmy all around the room, get up into
the crawlspace and follow the passage to a wall lever that opens another door
in the outside area. Crawl back and drop onto the ledge, jump
down the slopes and the ladder and follow the passages back to the
ladder you can climb to reach the outside area again.
Water Passages
Drop on the bridge, then on the ledge below and head SW to reach the
open door. Jump in the deep pool and swim around two right corners. Before
entering the narrow passage, pull a right underwater lever to open a door in
the passage. Now swim through the small space and follow a very long passage to
a bigger room. Find another underwater lever in the far right corner, this opens a trapdoor in the same room. Climb out of
the water and kill a worker. Drop in the
E hole and pull a lever to open another trapdoor in the outside area. Jump back
up the blocks and into the pool, swim back all the long way to the starting
point, climb out left and jump up to the ladder, grab it and climb up outside
again, run and jump on the bridge, climb to the highest ledge and drop into the
S trapdoor. Kill a worker in the next
room and move the block from the SE corner to the NE corner, in front of a mine
cart.
***Get up onto the block and turn around. Jump up to grab a crawl space and pull
inside. Light a flare and crawl forward
for SECRET #12 and the UZIS.***
Get back down and move the block onto the marked W tile. The S door
opens - drop in the hole to find the Mine Battery.
You get a screenshot of another outside door opening. Get out of the hole,
shoot a soldier and climb the N ladder.
Using the Battery
Find the open door in the NE corner of the top ledge. Enter and kill two
white tigers. Follow the path and drop
into a hole at the end. Pick up Uzi Ammo
from the ledge, which appears to be the non-accessible platform from the
beginning. Drop down onto the safe ledge, then jump on
the block ahead and to the ladder, which you now have to climb down. Run
towards the double doors and head in the right passage. Place the Mine Battery
in the 1st receptacle and the doors open, shoot a worker
and enter the new passage. Jump onto the block when the blade machine goes up, then jump a ledge higher. Climb the last ledge to find the Station Area Key. Return back to the last room,
timing the drops near the machine. Place the key in the right hand receptacle
and enter the next passage.
Three Keys: First Key
Climb the far left ladder and backflip onto the
rear ledge. Follow the passage and climb up another ladder and drop on the
right ledge, follow the passage and time the sprints through three door traps,
then enter a longer passage and shoot two soldiers
at the end. Find a wall lever in the SW corner and pull it to open a NE
trapdoor, climb up to the higher ledge here. Follow the passage and see a lever
in the right from the fixed camera angle. Pull it to open a door elsewhere.
Drop back down to the last room, climb up the opposite block and head back through
the door passage, drop the ladder, follow the next passage back and drop
another ladder. Kill two soldiers,
one of them leaves the Desert Eagle and
the other Desert Eagle Ammo. Enter a left room with three keyholes and
shoot a worker. Take the Worker’s Key he leaves with you, then jump up the
NW block and pull the lever.
To the next Keys
Get back out of this room SE, avoid the blade bar (crawl or run when it
hides), then find an open passage to your right. Climb the ladder at the end
and shoot a soldier, take the Little Medikit with
you. Don’t go up the stairs to the closing doors yet but crawl through the
passage, at the end hang off the ledge, shimmy left around the corner and climb
up, then climb into the left alcove, drop down on the other side (as you
probably noticed, you are above the room with the three keyholes) and jump in
the alcove with the lever. Pull it to open a door on the high block, jump back
and climb up, shoot a soldier who leaves Uzi Ammo and pull a lever right on the balcony, drop
down to the crawlspace again. Get in it
and crawl all the way back into the previous room, run up the stairs and shoot
a soldier while getting through the two
opening and closing doors carefully. Pick up his Uzi
Ammo and pull the lever at the end of the balcony, two W and E doors
in the three-key room open. Return all the way back there and drop into either
hole.
W hole
Crawl under the first blade, then run down the stair and crawl under the
second, then behave exactly as before to overcome the third trap. Drop into the
hole and pick up the Gate Key, then
climb up the ladder and use the same technique to get back through the blades.
Climb back up.
E hole
Run down the passage and use the lever at the end to open the next door.
Run through the passage when the machine raises, then
shoot a soldier. Pull out the blue block
in the left wall twice, then pick up the Gate Key
where the block originally was and exit this room, avoiding the machine. Run
back up the corridor and climb up into the room.
Icy Courtyard
Insert the three keys in the keyholes in this room and the door left of
them opens. Kill two attacking tigers and
enter the outside area. When you run further three soldiers
arrive from behind the NW corner, shoot them all and pick up a Large Medikit, Uzi Ammo and Flares
they leave. Go down the stairs to a central gap and pick up Normal Shotgun Ammo. Run to the NW corner where
the soldiers came from and run upstairs to find a wall lever, push it and exit
this room again. Go SW to find an open door. Head in the chamber and climb up
the left hand ladder. Turn around at the top and jump in the passage to pick up
the Shotgun Ammo that you have seen more
than often before. Jump back, then jump on the ledge right of the slope
(holding Action), then jump on the slope so that you slide down backwards, grab
the ledge and shimmy left until you can stand up. Turn slightly left and jump
up the ramps, then go around the corner to use the wall lever. This one opens
the big double doors in the courtyard below. Slide down the slope and drop
down, run into the new room.
In and around the Building
Find an alcove SW and jump into it, then crawl for some Uzi Ammo. Get back out, turn left and climb up
the long ladder. Backflip at the end and climb up
another ladder to the top of the roof, behind you is a closed door. Go to the
edge of the platform, hop back and grab it, and shimmy left to the N trench
(not far from from the very end, although it's quite
dark there). Pull the lever here.
***Climb the ledge over the lever, then go
right and jump over the gap. Find Desert Eagle
Ammo and a Little
Medikit for SECRET
#13 in the dark corner. Return either to the lever trench or the
first trench.***
Jump back to the first trench, then to the open door and drop down the
steps, then the ladder and shoot a worker.
Run up the ramp to the top and use the left wall lever. Return to the ladder,
climb up and jump back up the blocks, then climb down the two ladders and kill
two soldiers. One of them leaves you a Little Medikit when he
dies. Enter the open passage with the double doors and face two blue blocks.
Pull the left one once, then push the right one once.
Go behind the left block and push it again, then pull the right block. Go
behind the blocks and pull the lever, then enter the crawlspace tunnel. At its
end climb the long ladder and get out right, drop into the hole to fall into a
pool, quickly climb out and shoot a soldier.
Block Puzzle, Deadly Water
Back in the pool pick up Uzi Ammo
and a Little Medikit
in two of the corners. Climb out and follow the N passage, climb the blocks and
eventually you reach the outside area again. Jump on the left roof, then over
the gap and at the N end into the corridor. Enter a new room and pull the right
hand block on both the NW and SE corner tile (marked by a block texture each on
the wall and the floor). Two doors open in the N passage, enter the next room
with deadly water and jump to the E ledge after dropping on the block below. Backflip onto the slope, then jump and grab the ledge of
the platform. Climb up, turn right and run-jump to the ledge with the trap,
climb up and run-jump with good timing through the blades to the ledge with the
Mine Room Key (the water below is also
deadly). Pick it up and jump back, run through the blades when they hide and
jump to a safe ledge, leave this room through the S passage, get out of the
block room S and follow the roofs back S in the passage, head all the way back
to the pool room.
Trap and Jump Session
Open the S door using the Mine Room Key and head in the passage. Look up
and jump to grab the rails that serve as a monkeyswing,
then get to the end of it, drop and grab the crevice. Get in the crawlspace and
crawl to the left end of it, then drop on the ledge. Climb the ladder and at
the top backflip when the machine goes up. Run
through the doorway timing the machines and jump the platforms over the pool
room clockwise to eventually reach the NW tunnel. At the end of it pull the
wall lever to open a door near the pool. Return there, drop down and head into
this door.
Creating a Passage
Follow the passage to an outside area and kill a soldier on a high N balcony. Climb the SW ladder,
then the right hand one and jump to the NE block, then to the high balcony.
Pick up the Flares from the corpse of
the dead soldier. Now head to the end of the balcony W, grab the ledge of it
one square E of the wall ramp, then drop and grab the ledge, get in the
crawlspace and drop out right. Pull the lever and get back in the crawlspace,
then drop down. Notice a newly created passage S - head in to finish this
level.
Walkthrough by Phil Lambeth
Begin in an icy tunnel. Run
forward to the opening and pick up the uzi ammo. Continue around the passage to a snowy
outdoor area. Jump up to the mound in
the SW corner and pull up into the W crawl space. When you're able to stand up, pull down the
wall switch to your right to open a door outside. Get back down there and take a running jump
up to the mound in the SE corner. Ignore
for now the crack in the S wall, and take a standing jump N to grab the
balcony. Pull up and enter the doorway
you just opened.
Beware the spike trap at the bottom of the slope as you slide down a
short distance and jump to grab the ladder in the shaft. Climb to the top and pull up for SECRET #14 and some grenade
gun ammo. Climb back down
the ladder and save your game before releasing.
You need to slide down toward the spikes and jump off at the last
instant to grab the ledge above the spikes.
Pull up into the crawl space and save again for good measure. Crawl to the other end of the passage and drop
down to a lower passage. Follow it and
shoot a baddy. Continue to an outdoor area where you're
attacked by another baddy (who drops a small medipack) and two
white tigers.
Enter the N passage where the baddy came from and step on the breaktile in the corner.
You'll fall down into an icy tunnel.
Run forward just past the shallow depression and back flip to avoid the
triggered boulder. Jump past the boulder
after it has come to rest, and pull up into a higher tunnel. Light a flare if necessary and pull down the
wall switch to open a trap door in the area where you began this level. It's on the other side of the secret spike
trap slope, however, so you won't be going there any time soon.
Exit this area and ignore the heavy breathing of a nearby baddy who's
not a threat at the moment. Back outside, go to the end of the NW alley for some shotgun ammo.
Reverse roll and run around to the end of the NE alley to climb up the
ladder. Run a little bit S, stand at the
E edge facing E, and jump up to grab the ice ledge. Shimmy left a long distance, around two
corners, until you can pull up onto a platform.
Jump to a stable surface NW, then face W, hop back and grab the
ledge. Shimmy to your left and around
the corner. Pull up onto the ledge and
enter the N tunnel. Crawl forward, turn
around and jump to the ladder. Climb up
and pull up at the top. Light a flare
and turn either right or left at the wall.
Climb the steps and follow to a crawl space. Enter the crawl space and turn into the N
side branch. Save your game when you
reach the end and stand before a wall switch.
When you pull down the wall switch you get a cut scene of a trap door
falling at the top of a ladder shaft near the spot where you pulled up just now
in front of the N tunnel outdoors.
However, don't stop to admire the cut scene, or you will die. Hit the look key to regain camera control,
and you'll see that Lara is sliding down a slope. Jump with a roll so that Lara starts sliding
backwards, and grab the edge on the way down.
Release to fall harmlessly into a water hole far
below. You can surface for air,
but you can't climb out here. Therefore,
swim down and follow the tunnel to an underground lake. Pull out through the ceiling hole and climb the ladder to an opening that overlooks a
majestic icy cave.
Slide down to the floor of the cave and take a look around. There's a conical mass near the center with a
hole at its top, which you may recognize as the water hole you dropped down
into just now. Go to the short blocks N
and climb to the tallest of them next to the N wall. Turn right and take a running jump W to grab
the taller block. Pull up, face slightly
to your right and take a standing jump up to the W ledge. Follow to the end (watch out for the ice
obstruction there) and hop down to the lower block. Face slightly SE and take a running jump to
grab the ledge jutting out of the S wall.
Pull up, walk forward to the right corner and take a running jump SE to
land on a ledge in front of a crawl space.
Crawl inside and drop down the hole at the other end.
Go E and drop down to a lower ledge.
You can see a large medipack
on a metallic slab down below, so safety drop to the icy floor and go get
it. Climb back up, using the nearby NW
block, and jump up W to grab the crack in the wall. Shimmy a long distance to your right, around
four corners, until you're able to pull up onto a small platform. Walk to the NE corner and take a running jump
to the sloped surface, jump off and grab the N pillar. Pull up and enter the crawl space. When you stand up at the other end, you have
a choice to make. Let's go for the next
secret. Turn right and take a standing
jump and grab to the ledge. Pull up and
turn around. Jump onto the long ledge
jutting out from the N pillar and turn around to face S. Jump up to grab the edge of a higher ledge,
and pull up. Turn left and take a
running jump W to grab the next ledge.
Pull up and turn right into the passage.
Enter the crawl space for SECRET #15
and grab the SHOTGUN.
Get back out and attempt to jump E to the previous ledge. You'll miss, but no problem, as you'll land
safely on the lower ledge. Run off SE
onto the ledge in front of the previous crawl space, then take a running jump N
to grab the ledge in the opening there.
Pull up and take another running jump N to grab the next ledge. Pull up and follow the ledge to the SW
corner. Face slightly NW and take a
standing jump to grab the crack in the N wall.
Shimmy to your right and pull up into the crawl space. Crawl forward to the end and allow Lara to
drop down to the ledge on the other side.
Turn around and face slightly NW.
Take a running jump onto the slope, slide down and jump off to grab the
next slope. Shimmy left, pull up and
slide down the far side. Jump off and
grab the crack in the N wall. Shimmy
left, around the corner and pull up onto the top of a pillar. Turn right and follow the N tunnel around to
an opening that overlooks the icy water below.
Take a running jump SE to the slope and immediately back flip to land on
a higher ledge. Walk to the S end and
take a running jump to grab the small platform.
Pull up, run forward and pull up into the S crawl space. Follow to an opening on your left and stand
up on a ledge. Take a running jump NW to
the next ledge, then jump W to the ladder.
Climb and pull up onto the block, then take a running jump S to the next
ledge. Okay, the ladder was a red
herring, as you can progress no further from here. However, you can enjoy the breathtaking scenery
if you wish. Jump back NE to the ledge
protruding from the N wall, then jump up N over the slope and enter the
passage.
Climb up, turn around, jump to a higher ledge and pull up. Run forward and pull up still higher. Climb the ladder to a long passage. Turn around and safety drop at the end to
find yourself facing the wall switch that dropped you down to the ice cave far
below. Turn around and crawl out of this
area. Climb down the same ladder you
used some time ago and crawl S to a familiar outdoor area. Don't hop down, but rather turn right and
jump E to the slope. Slide down, grab
the edge and shimmy to your right until you're able to pull up. Turn around and jump into the W passage. Run through the passage and climb the ladder
at the far end, through the open trap door.
Shoot the baddy who's
been making all that racket, and pick up the nearby uzi ammo.
Locate the W crawl space and enter it.
Turn left at the end and lower Lara down the edge. Hop down to a lower ledge, and you can see a
water-filled trench down below. I
recommend that you safety drop into the water, because you need to pass two
spike traps in close quarters, and it would be helpful to set up before taking
the plunge. When you get past the spike
traps, pull the N underwater lever and come back the same way. Pull out W and follow the ledge. As you do so, you trigger two rolling
boulders to your right. Your task is to
time a jump S past both of the boulders and jump off the second boulder ramp to
grab a crack in the right side of the S wall.
When you get there successfully, shimmy left until you're able to pull
up into a crawl space. Crawl forward as
far as you can, lower Lara into a tunnel and follow it with weapons drawn until
you encounter a baddy. Continue along the tunnel, hop down to a
lower tunnel and follow until you reach another baddy. Shoot him and pick up the desert eagle ammo he drops.
Pull up through the open trap door into an area you visited
earlier. Jump to the snow mound in the
SW corner and pull up into the W crawl space.
Crawl forward and shoot the baddy
in the next room. There are two moveable
blocks in this room. Pull the lower one
E two times and push it once against the S wall to form a bridge. Get up on the row of blocks and pull the
upper one E once to allow access to a third moveable block on the lower level. Pull the third block N two times to reveal an
icy passage. Enter the S passage and
follow it to an opening. Jump down into
a lake guarded by two angry fish. Swim N into a small cave, and the fish will
leave you alone. Walk out and locate the
NW ladder next to a spike-filled trench.
Jump to grab the ladder, and before Lara's feet get set, shimmy left
past the first opening and pull up into a crawl space. Crawl forward until you can stand up, locate
the moveable block and pull it once. Go
back, hang from the edge and shimmy right to the opening you bypassed
earlier. Crawl forward, push the first
block to your left once, and then pull up into the NW alcove to find another
moveable block. Push it twice to reveal
an opening to your left. Follow to another
moveable block. Push it once to reveal
the FROSTY KEY and see a cut scene
showing an underwater gate opening.
Go back around, hop down to the icy trench and follow the S crawl
space. You can't jump out of here, so
carefully lower Lara over the edge, shimmy right until you reach the ladder,
wait for Lara's feet to get set and back flip to safety. Turn around, hop into the water and evade
those two fish as you turn right to find the open underwater E door. Enter, follow the tunnel and swim up. Pull out, and now you can exact your revenge
upon those fish. Jump up E to grab the
crack in the wall, and shimmy right until you can pull into a crawl space. Lower Lara down the other side, but don't
release, as there are spikes below.
Shimmy right and around the corner until you can pull up into another
crawl space. Follow the icy tunnel to
the end and drop down onto a ledge high up in the icy cavern you explored
earlier.
Take a running jump W to the ledge and turn right to enter a new area
marked by swinging spike bags. The bags
are swinging in front of, and not over, the destination pillars, so you need to
time your running jumps to
access each pillar safely. First jump S,
then detour for a secret. Pull up onto
the first pillar, face slightly SW and take a running jump to grab the crawl
space in the W wall. Pull in and lower
Lara down the other side for SECRET #16:
flares and shotgun
ammo. Get back out, drop into
the water, use the open E doorway to get back up to
the ledge facing the swinging spike bags.
Time a jump to the first pillar again, but this time
continue by pulling up and jumping E to the second pillar. Jump up there to grab the monkey bars, monkey
swing S to the crack in the wall, turn right and release to grab the
crack. Shimmy left until you're over the
slope, then release and grab the edge as you slide down. Pull up and take a rolling back flip past the
swinging spike bag, and grab the pillar in the center of the pool. Pull up and
take a running jump W past the next spike bag and grab the pillar against the
wall. Pull up, jump to grab the monkey
bars, monkey swing S and drop down onto the ledge. Follow the ledge to the SE passage and climb
the ladder to a tunnel leading to an opening that overlooks the spike bag room.
Take a running jump N to grab the ledge.
Pull up, turn to your right and take a running jump W to another
ledge. Pull down the wall switch for a
cut scene showing a gate opening elsewhere.
Wait for the end of the timed cycle (so the cut scene won't recur) and
save your game for a tight timed run.
Pull the switch again and turn around to your right (instead of hitting
the roll key). As you're turning,
initiate a running jump so that you land on the left side of the E ledge as
you're curving to the right. Without
stopping, continue with a running jump and grab to the N ledge. Pull up and turn toward your right. Take a running jump to the NW ledge. When you land (don't attempt a running jump
from here), turn to your left and take a standing jump NE to grab an almost
invisible crack in the N wall. Shimmy
left with maddening slowness. As soon as
you turn the corner, pull Lara into the crawl space and crawl forward. As soon as you can stand, do so and sprint S
past the timed gate before it closes.
Safety drop at the end of the passage to a lower passage. Follow to a balcony in the outdoor area and
help yourself to the MP5 and some extra ammo for it.
Jump over the balcony to the snow-covered ground and enter the N
opening. Insert your Frosty Key in the receptacle
to open the door to another N room. Go
inside and pull the block out of the wall, then push it aside. Enter an icy tunnel and climb the ladder at
the end. Pull up into a small room and
look around to get your bearings.
There's a protected button in the W wall that apparently needs an
artifact you don't yet have. Pull down
the switch in the N wall to open a gate elsewhere.
Nothing else to do here right now, so climb
back down and return S to the outdoor snowfall.
Go to the SE corner and take a running jump onto the snow mound. Stand against the S wall and jump up to grab
the crack. Shimmy left until you can
pull up into an opening. The gate you
opened with the wall switch is dead ahead and to the right, so enter and follow
the wood-lined passage to a double threat: spikes and swinging spike bags. Save your game. This one's a bear. I couldn't do it without suffering major damage,
but the trick seems to be to take a standing jump when the spikes are about to
retract, then muscle your way past the swinging spike bags with a running jump
and grab to the crack in the S wall.
Shimmy right and pull up into an alcove.
Save your game again so you won't have to repeat this ordeal.
Push the moveable block in front of you twice to reveal an opening to
your right. Crawl inside for a large medipack and go
forward to the long ladder as the camera angle changes ominously. Climb the ladder and shift right when you're
near the top. Climb a bit further and
back flip to a safe ledge. Pull down the
wall switch to drop a trap door in an area you'll recognize from a bit
earlier. Jump E back to the ladder,
shift left as necessary and climb back down.
Crawl W and jump into the water.
You don't have to repeat the spikes and spike bags exercise; just wade forward onto the raised platform
and pull up to the ledge. Exit W as you
hear the sounds of a nearby enemy. Shoot
the baddy in the next room, note the
keyhole if you didn't do so earlier, and return to the snowy area outside. Two white tigers
are prowling about, so deal with them.
Go back through the N opening and follow all the way to the end. Just before you get to the
ladder, turn right where the trap door dropped and pull up behind the wooden
barriers for a small medipack. Turn around, jump over the gap and locate the
ladder to your left. Climb up and shift
left to drop down into a passage. Follow
around the corner to an opening. Take a
running jump and grab across the gap and pull up to find the BALCONY KEY.
You can also hear the labored breathing of two baddies down below, so safety drop to the lower
room and kill them. One of them drops shotgun ammo,
the other MP5 ammo. Climb down the ladder and head S to the
outdoors.
Jump up to that snowy mound in the SE corner, jump up to grab the crack
in the S wall and shimmy left until you can pull up into that opening. Run S down the passage and insert the Balcony
Key in the receptacle. A door opens SE
just beyond the gate, so follow the passage and climb the first block. Run forward and duck as a boulder comes
tumbling down. Climb the second block
and do the same thing. You might think
the coast is now clear, but it isn't.
Hop back and jump over the third block as another boulder drops down
from above. Continue to follow the
passage and come to an obvious breaktile trap. Simply run over it and continue. When you reach the end of the passage, jump
up to grab the monkey bars and monkey swing across the spike-filled trench. Continue along the passage until you reach a
hole in the floor.
Turn around and safety drop to the lower passage. Follow it to a balcony that overlooks the
outdoor area. A baddy is shooting at you from below. You can target him by drawing a weapon and
jumping up to fire. You may or may not
be able to kill him from here, but at least you'll discourage him and force him
to take shelter beneath the balcony.
Take advantage of the distraction by jumping up to grab the edge of the
roof. Shimmy to your right until you're
able to pull up into a niche. Face NE
and jump to the E roof. Shimmy right to
another niche and pull up. You need to
take a curved running jump N to clear an obstruction so you can slide, grab the
edge, shimmy right around the corner and pull up N into another niche. Pause to catch your breath, then hop back and
grab the edge. Shimmy to your right
until you're over a opening. Don't release here, but continue to shimmy to
your right a long distance around two corners until you're finally able to pull
up into a niche for SECRET #17: a small medipack and some
uzi ammo.
Hop back, grab the edge and shimmy to your left until you're over that
opening you disregarded just now.
Release and grab the edge, and pull up inside a passage. Follow to a very deep shaft. Jump across and grab the E crack. Release to grab a crack
below, and shimmy to your right until you're over an alcove in the S wall. Don't release here, but pull up into a crawl
space and head to your right for a long crawl that brings you out to a lower
opening in the shaft. Hang and drop to
grab a crack, and repeat the shimmy procedure until you can pull up N into
another crawl space. Follow to a water
hole (for crying out loud) and swim to an underwater lever that's hard to see
in the dark NE corner. Pull the lever and
continue a short distance to where you can pull out N. Jump across to the S side, face slightly NE
and take a standing jump to grab the E crawl space. The W crawl space takes you back to where
you've been before. Pull up and
follow to a place where you can stand up.
Pull up W into a crawl space and follow a short distance to that deep
shaft. Lower Lara over the edge, release
and grab the opening below, and pull up into a passage where you opened the
gate earlier. Pick up the EXPLOSIVE KEY
and pull down the wall switch to open the exit gate. A baddy
is shooting at you from below (it may be the same one who was shooting at you
when you were on the balcony, if you didn't dispose of him earlier). Enter the N passage, go through the various
rooms and climb the ladder at the end.
Insert your Explosive Key in the receptacle in the W wall to lift the
cover from the button. Push the button
to blow out the E passage behind you.
Reverse roll and run through the opening to end the level.
Level
6: THE MONASTERY OF ELEMENTS
Walkthrough by Phil Lambeth
Lara drops down into a small dark room.
Draw a weapon quickly and shoot the baddy
SW who's firing at you from the connecting passage. Pause to pick up the shotgun ammo he drops, then proceed down the
passage and climb up the ladder into a room guarded by an energetic but
friendly warrior. Another warrior is
pacing along the upper balcony. Go
through the opening in the S wall and follow to the wall. Pull up left into the crawl space and climb
down the ladder on the other side. You
can hear the gutteral sounds of a nearby enemy, but
pause long enough to examine the boarded-up E alcove and note for later the key
and a wall switch on the other side.
Face W and run off the alcove's edge, using the action key to glide down
onto a block in the pool. Draw a weapon
and shoot the two baddies who are firing
at you from the ledge surrounding the pool.
Dive into the water and locate the small medipack and the uzi ammo
in two corners of the pool. Note the
small opening in the S wall and enter.
Swim along the passage and pull into a room guarded by a friendly
warrior. There are receptacles for four
artifacts you don't yet have, so this room is obviously for much later. Swim back to the pool, pull out of the water
and pick up the flares dropped by one of
the baddies.
Pull up into the opening in the W wall and follow to a slope. Slide down a short
distance and jump across the gap to land on a stable surface. You can hear more gutteral
sounds, so turn around, draw a weapon and kill an unseen baddy in the darkness below. There's another baddy down there huffing and
puffing, but he's directly beneath you so you can't target him from where
you're standing. Be mindful of the spike
pit in the dark gap below as you turn around to face E, jump over the gap,
slide down and grab the slope's edge, release and grab the opening below, then
pull up and quickly turn around while drawing a weapon to dispose of the baddy.
Note what appears to be a crowbar door in the S wall. Don't attempt to jump W over the spike pit
and into the opening, as you won't be successful. Instead, turn around, hop back and grab the
edge, and release. Immediately grab the
opening below and pull up E into the crawl space. Follow down a ramp until you can stand
up. Turn around and jump to the
ladder. Climb up into a higher passage
and follow it for a small medipack
and SECRET #18. Continue forward and pick up the flares.
Hop over the gap and pull up left.
Shoot the baddy in the lopsided
room and drop down through the opening next to the fenced-off area. You're in the same hallway you visited
earlier, so jump W over the spike pit and grab the ledge above. Pull up, back flip to the slope behind you,
and as you slide down don't jump off but simply hit the action key to glide
into the W hallway. Pick up the uzi ammo dropped by a previously vanquished baddy,
loop around to your left and pull down the wall switch to open what was
erroneously assumed to have been a crowbar door.
Hop E over the spike pit, grab the edge of the slope, release and grab
the floor below, pull up and turn left to enter the new doorway. Side flip over the
blade trap and continue along the passage.
As you turn the corner another friendly warrior is encountered, so avoid
the temptation to fire at him. Go to the
N wall, turn around and jump up to grab the sloped pillar. Pull up, slide down
the other side and hop across the blade trap to another sloped surface. Jump off this slope and grab the crack in the
W wall. Shimmy left and around the
corner. Climb down the ladder into a
fenced-in alcove and pick up the flares. Climb back up the ladder and back flip onto a
balcony.
Follow the balcony to the other end and jump to the crawl space in the S
wall. Pull up inside and crawl forward
to a gap. Drop down, pull up S and
continue crawling along the passage.
Stand up as soon as you're able to and run down into an outdoor area
where a light snow is falling. The pair
of warriors appear to have killed a baddy earlier,
whose corpse lies near the N wall next to a keyhole, but they're no help with
the remaining baddy who's stationed down
here at ground level. Avoid targeting
the warriors as you kill the nearby baddy as well as a second baddy firing down at you from a higher SW
ledge. If the warriors turn nasty, as they did in my game, you'll have to
kill them as well. Pick up the shotgun ammo dropped by the first baddy.
Enter the NW passage and kill another hostile warrior. Pull up onto
the SE platform and jump a bit higher NW to a wall switch. Pull it down to open that boarded-up passage
you saw earlier. Hop down, exit this
area and shoot a couple of albino tigers. Exit NE and backtrack to the blade trap room
where another unfriendly warrior awaits you. Kill him and side flip over the blade
trap. Jump W over the spike pit, grab
the higher ledge and pull up. Reverse
roll to give yourself a little extra running room and take a running jump E to
clear the sloped surface. Return to the
pool, hop down and take a running jump from the ledge to grab the central
block. Jump E to grab the ladder in the
shaft and climb up into the newly-created opening. Run forward, pick up the MONASTERY KEY and pull down the wall switch to
open a door elsewhere.
It's now necessary to backtrack in the other direction. Get down to the pool and jump into the
opening in the W wall. Slide down the
slope backwards and grab the edge.
Release and grab, pull up into the passage below and turn left. Return to the outdoor area, using the same
route described earlier, and kill two baddies
who are awaiting you there. Pick up the desert eagle ammo dropped by one of them and use
the Monastery Key to open the door in the N wall. Go inside to find another baddy and two warriors. These warriors have turned consistently
hostile for some reason, even when you enter their presence without weapons
drawn, so kill the lot of them. Pick
up the nearby uzi ammo and go through the doorway you opened a
short while ago. Either go up the stairs
or jump to the SE platform. Take two
successive jumps W and follow the walkway to an opening leading outside, where
it's snowing harder. Pull out and follow
the ledge to the right, hopping or climbing over the blocks that are in your
way.
When you reach the E end, pull the block back three times. Hop back, jump over the block and run forward
into the revealed passage. Loop around
to the left and save your game for a timed run when you reach the wall switch
at the end. When you
pull the switch, a timed door in the open area down below opens. It's one of those hurry-up-and-wait timed
runs, too, and you'll see what I mean in a minute. Pull down the switch, hit the look key to
kill the cut scene, and turn to your right as you start your running motion. Loop around the right to exit the passage,
hitting the sprint key when you reach the relatively long straight
stretch. Hop onto the block you moved
earlier and reverse roll. Immediately
take a running jump, angled to your left (but not too much or you won't make
the grab), so that you grab the upper tier of the ledge running along the E
cave wall. If you've made good time to
this point, you might want to save in a different slot here. Shimmy with maddening slowness to your
left. There's nothing you can do to
hurry the process along, so you might as well grin and bear it. You'll eventually see a dark blotch in the
snow beneath you, which is a signal that you're nearing the end. When you get to a brown
vertical line in the wall, shimmy three "clicks" past it and release. Immediately reverse roll when you hit the
ground and hop back to enter the timed room for SECRET
#19. If the closing door
happens to hit you in the fanny, that's a good thing, because that will make
the door re-open. Turn around and pick
up the shotgun ammo, small medipack and uzi ammo (disguised as a candle holder), then exit
this room and go back up to where you pulled out the block earlier.
At the threshold of the passage leading to the timed wall switch, pull up
right over the red blocks and proceed through the N passage into a new
room. Kill two warriors, note the swinging spike bags and
the three wall openings. In this area
you'll obtain the four artifacts that fit into the receptacles you saw earlier,
so let's get started. There's no
particular order in which you must find these artifacts, so head over to those
swinging spike bags. They aren't really
much of a distraction. Locate the SW
ladder and crawl backwards toward it.
Lower Lara over the edge to avoid the spike bags and climb down. When Lara's feet reach the bottom rung, back
flip over the flames and into a trench.
Pull out onto the ledge and note the closed SE door. Go around to the SW passage and follow to a
wall switch. Pull it down to open the
nearby door and release a baddy.
Kill the baddy, pause for the shotgun ammo
he drops and go through the open doorway.
Climb down a ladder to an area with swinging spike bags that are
considerably more formidable than the ones upstairs. How's how I did it with a minimum of health
loss. Stand with your left shoulder
against the wall, wait for the spike bag to start swinging away from you, then
jump over the first flame to the ledge between the flames and immediately hit
the crouch key. Crawl forward, and when
the spike bag is swinging toward you and is directly over your head, stand up
and jump forward to the next ledge. Turn
right and climb down a long ladder to more swinging spike bags and flames.
Turn around and get your bearings.
Directly ahead N is a flame-protected block flanked by two swinging
spike bags. Underneath the block is an
underwater alcove with a lever in the wall.
Pulling the switch turns off the flames for a short period of time. Jump into the water, swim into the alcove and
pull the lever. Flip turn, swim forward,
surface and quickly climb out of the water facing the ladder. Back flip to the block, hop back to the wall,
sidestep to the right or left to avoid the returning flames and save your
game. You can see openings in the
corners to your right and left. You need
to start with the left one. Jump back
into the water, pull the lever to extinguish the flame and repeat what you did
before (only this time, pull out of the water on the right side, so that when
you back flip to the block you'll be positioned to make the next jump). Turn 45 degrees to your left, time a running
jump past the swinging spike ball into the SW opening (grabbing the edge and
pulling up if necessary). Pick up the small medipack in the
next room and pull down the wall switch.
Jump back into the water, pull the underwater lever again and repeat the
moves described earlier. But this time,
climb out of the water on the left side, because you'll need to make your jump
to the right past the swinging spike bag into the SE opening. When you're successful,
loop around to the left and past the opened door to take the first PRAYER WHEEL from the plinth.
Go back, jump into the water, pull out and climb back up the ladder to
the higher passage. Make your way past
the flames and swinging spike bags, using the same techniques described
earlier, and climb up the next ladder to the next area. Drop down into the trench, go behind the SW
flaming block and pull up onto the SW corner, turn around carefully and jump up
to grab the ladder in the shaft. Climb
up, shift right near the top and pull out safely. Now it's
time to explore those three side
rooms.
Enter the E opening. Hop NE over the gap and save your game. When you run up the slight ramp you trigger a
boulder, but I found that sprinting up straight N avoided all problems. Follow into a small room and find two (for
now) moveable blocks. Face NW and pull
the block on your right E once. Go
around to its right side and pull it S once.
Now push it W once. Face N and
pull the left block back twice. Go
around it and pull the third block E once.
Go around the third block into an alcove to find a fourth block. Push the fourth block forward as far as it
will go. Turn left and crawl underneath
the wooden obstacle. Push the ornate
block forward and climb over it.
You're in a small outdoor area where it's snowing. Get into the NE corner and face the N
wall. Hit the up arrow and action keys
and you'll jump up to grab a crack.
Shimmy left and around the corner, and pull up. Back flip to a snowy ledge, sidestep a bit to
your left and take a running jump E onto the roof for SECRET #20 and some desert
eagle ammo. Get back down, drop down into the E opening
and take care of three warriors. Go around the balcony to an alcove in the SW
corner (noting that the balcony overlooks a room you visited earlier). Pull down the wall switch to open a timed
door in the opposite NE corner. Reverse
roll, sprint to the far corner, turn right and continue sprinting until you can
turn left into the timed doorway. I
found this to be easier than going in the other direction. Hop over the blade trap just beyond the timed
doorway and vault up into an opening that overlooks an area with many new
traps. Save your game. This is going to be good.
Take a standing jump forward and grab the ceiling. Monkey swing forward and turn to your
left. Release to drop
down onto a safe ledge. Look to
your left and you can see an artifact on the other side of a fence in the SW corner. That's your objective. Turn to face N and take a jump with grab to
land on the NW ledge. Turn W to face the
blade-trapped ladder, and prepare to lose some health. I had to take a running jump past the blade
in order to be able to grab the ladder.
Climb down to the bottom, release and slide down, grab and release to
drop down to the floor. Find the wall
switch in the SE corner and pull it down to open the fence high overhead. Go to the ladder in the NE alcove. Climb up until you're just below the blade,
back flip with a roll and grab the opposite slope. Shimmy right and pull up onto a flat
surface. Turn around, jump E to the
ladder and climb up past the blade, suffering major health loss. I couldn't find any advantage in back
flipping to the slope and jumping back to the ladder. Shift left at the top and drop down onto a
ledge. Turn around and take a standing
jump and grab to a breaktile. Pull up and run forward into the alcove. Take the second PRAYER
WHEEL from the plinth.
Hop back and grab the edge.
Shimmy left around the corner to the adjacent breaktile. Continue to the next corner, pull up and run
forward to a third breaktile, and side flip to your right into the opening. Jump over the blade trap onto the balcony,
where a baddy awaits. Kill him and pull up W out of this area. Return to the main room with the four
swinging spike bags in the middle.
Enter the N opening and run to the other end of the passage. Three baddies
are poised on the balcony on the other side of the large pool, and you can kill
them from here. You can also kill two killer fish in the pool. When the carnage is
complete, you can turn to your left and use the blocks to access the
balcony. Pick up the large medipack, the uzi ammo and the flares
dropped by the baddies and jump into the water.
Pick up the uzi ammo near the plant in the SE corner. Locate the small opening high up in the N
wall near the NE corner and swim through it into a submerged room. Locate a small medipack in the SW alcove and surface for air. You can do nothing more here, so exit this
room and swim down to an opening in the N wall near the floor. Swim inside and through two small openings to
your right. Get the flares in the SW alcove, locate the nearby
underwater lever and pull it to open a door overhead.
Exit this room to the pool and surface for air. Pull out onto the S ledge and use the blocks
to get back to the balcony. Enter the
opened N doorway and hop to the NE ledge for some flares. Get back and take a running jump to grab the
W ledge. Pull up and use the ladder to
access an upper ledge. Run across to the
E end, turn your back to the water, hop back and grab the ledge, and shimmy
left until you can pull into a crawl space for SECRET
#21. Take the shotgun ammo and the uzi ammo,
then shimmy back to the ledge. Run back to the W end and turn slightly to
your right. Note the crack in the
structure in the W wall and jump to it.
Shimmy right and pull up into the crawl space for some uzi ammo. Get back
out and continue shimmying to your right until you can pull up into an alcove.
Reverse roll and take a running jump without grab to land on the
slightly sloped ledge. Run forward to
the other end and jump to the steps in the E wall. Follow the steps up and jump to the crack in
the N wall. Shimmy right and pull up
when you're able to. Follow the fenced
ledge to the other end and take a long running jump SW, curving to the left,
and grab the top of the structure in the W wall. Go to the SE corner and take a running jump E
to grab the next ledge. Pull up and turn
left. Turn right in the alcove and pull
up into a passage. Follow around and
jump to a ladder. Climb up into an attic
and quickly loop around to the left into an alcove to avoid the boulders. Run up the middle of the ramp as two more
boulders are released. Pull down the
wall switch at the top to open an underwater door in the N wall of the pool.
Run back down the ramp and simply drop down into the water below. Swim into the N doorway, past the swinging
spike bag, and turn left. Swim through
the opening past another swinging spike bag, loop around to the left and enter
the alcove for the third PRAYER WHEEL. Swim back out and pull out onto the S ledge,
where another baddy is waiting for
you. Take the shotgun ammo he drops and return to the main room.
Enter the opening in the W wall and note the closed door ahead as you
enter an outdoor, snowy area. Kill two
baddies and take the small medipack
dropped by one of them. Turn right just
inside the entrance and pull the ornate block once W. Get up on it and climb the adjacent ornate
block to the lower roof level. You can
make a complete circuit here, but there's nothing to find or do. Instead, take a running jump NE to reach a
slightly higher passage. Follow it to a small room where you'll encounter a
warrior (not hostile) and some uzi ammo.
Loop around to the left and jump over the blade trap in the connecting
passage. Continue up the steps and find
some MP5 ammo. Turn right, jump over two more blade traps
and step out onto a balcony.
Turn right and take a running jump and grab W to the next section of
balcony. Pull up and run forward into a
passage, following around until you reach the next section of balcony. Take a curved running jump (as you don't have
enough room for a straight jump) to the corner section. Jump to the next section and climb up the
ladder. Pull up in front of a crawl
space, where you can see spike bags swinging in the distance. Before going there, side flip to your left
and grab the edge of the roof as you slide down. Shimmy to the left and around the
corner. Release when
you're over the balcony and pull down the wall switch. A cut scene shows a boulder rolling down to
the balcony across the room behind you.
It then rolls forward, seemingly in midair, before dropping to the ice
below.
Turn around and walk along the invisible platform on your end. Take a running jump W and grab the next
invisible platform, then run forward and pull down the second wall switch. You hear the sound of a door opening
somewhere nearby. Jump back to the E
balcony, jump up to grab the edge of the roof, and shimmy to your right back to
the crawl space. Get inside, crawl to
the other side and lower Lara down onto a ledge. There's a killer
fish in the water below, but it's at the far end and you have to
draw it out by jumping the ledges along either wall (completely avoiding the
spike bags). Shoot it, then jump into
the water and pull the timed underwater lever in the N wall. Swim back S, pull up onto the ledge, then jump back the way you came. You now have to contend with the two
swinging spike bags guarding the timed N door, but once you're past them
(hugging the walls along the way), shoot the baddy
in the next room and pick up the large medipack he drops. Face the wall switch in the center of the
room and save your game for another timed exercise.
When you pull the switch, the flames in the four corners go out
briefly. You need to go to each corner,
one at a time, pulling down the wall switch there and hopping back quickly
before the flames return. When you've
pulled the fourth corner switch, an underwater block lowers. Go back S to the balcony through the crawl
space and get down to the floor where two unfriendly warriors are waiting for you.
Kill them and hop into the water beyond the opened W doorway. Swim down the shaft, past the lowered block
and pull out to confront another hostile warrior. Get into the S crawl space and follow around
to a passage where you can stand up. Hop
over two blade traps, then down into the alcove. Take the fourth and final PRAYER WHEEL
from the plinth and retrace your steps to the snowy roof. Exit E back to the main room.
When you get there, enter the opening in the E wall
and do some backtracking to that pool with the central pillar. Two baddies
are waiting there, so kill them and pick up the uzi ammo
and small medipack
they leave behind. Jump into the water
and swim into the small S opening.
Follow to the room with the four receptacles and insert your Prayer
Wheels. A door opens after each
one. When the fourth one has been
placed, a door opens to release a baddy, who is killed by the waiting warrior,
who then turns hostile and forces you to kill him. The baddy left you some uzi ammo,
so pick it up as you head down the S passage into the next room. Take the ORB OF
LIGHT (TIBET) from the plinth.
The door to your left opens.
Back flip over the flame, hop off the slope and grab the E ladder. Climb up a bit, time the flame blower and
take a rolling back flip to the W ladder.
Climb up, time two higher flame blowers and back flip in a similar
fashion, until finally you reach a long upper passage. Follow it to the end, turn left and pull down
the wall switch to open the exit door behind you. Reverse roll and run through the open doorway
to end the level.
Level 7:
WRECK OF THE RX EXPLORER
Walkthrough by José
THE LONG WAY TO THE WRECK SITE
Kill a couple of enemies in the
snowy area; one of them will drop desert eagle ammo.
First go through the N crawlspace behind the icy pillar, and near the slope
turn right (W) and jump to grab the crack in the wall. Shimmy right and around
two corners to the top of the high N ledge. Turn around and take a running jump
to grab the S ladder, climb, pick up the small medipack and continue through the S opening.
Shoot the baddy and in the water room,
shoot the fishes and jump into the water
near the W wall (don't go near the center of the room or you'll die); swim
through the nearby underwater opening, pick up shotgun
shells and return the same way to the starting point.
Jump over the two next floating ices, a running jump to the slope and
jump and grab the monkeyswing. At the end drop and
grab the edge of the ledge below and hoist up. Follow the path to a room with a
hole in the middle; drop to the small lake below, quickly go out of the water
and shoot that nasty fish. There is desert eagle ammo in the water. From the black
metal ledge run and jump to the E icy ledge over the water, to the N one and to
the W one. Now a standing jump to the SW ledge (no grab) and
from here a running jump to the metal S structure. A standing jump to
grab the E ledge and a running jump to the next E icy ledge (take care with the
low ceiling and jump E-NE with a left curve). Continue going up, jumping to the
icy ledges till you reach one with a monkeyswing in
its side; jump and grab the monkeyswing and drop/grab
the W ladder, shimmy left and climb.
At the end of the corridor, drop into the water and dive S and through
the E underwater passage and you are now in the main underwater room. Swim SE
to a wide water hole in the ceiling. This will be your "base operations
center," where you can take a breath when necessary to do all tasks. Now
it's time to look for the four fuses we need.
FIRST FUEL CARTRIDGE
Dive down and through the opening in the NE corner first. In the
underwater corridor there is a trap with falling stalactites -- not so easy to
avoid. Save in front of the trap and try to swim near the floor and very slowly
from the very right side so the stalactites drop and you can continue diving.
In the next area, go E, shoot the baddy
and continue S to the deep pit. Jump SE to a flat triangle, turn to face N,
jump back and grab the ladder to safely reach the bottom of the pit. Pick up
the small medipack
in the SW corner and in the next room push the button to see how some switches
are available now in a room you've not visited yet. Go out, climb the ladder
and return to the courtyard with the high grated fences.
Climb the icy ledge in the NE corner, climb the next ledge and take a
running jump with grab to the very S side of the next ledge. Be sure to have
full health before grabbing the monkeyswing (from the
very SE corner of the ledge). Swing to the very end and drop and shoot that
nasty baddy (if necessary, you'll have to
press the "0" key to replenish your health when you're in the monkeyswing). Pick up the small
medipack the baddy drops. In the NE
corner, near the fence, there is an unmarked black ladder you can climb. Climb
to the top of the building and turn around to take a running jump to the W roof
where you can get SECRET #22: MP5 ammo and flares.
Take another running jump to the central structure. Run clockwise and jump to
the N ledge, crawl and open the small door at the end.
Pick up the uzi clips in the NW corner and open the N door. in this room shoot the baddy and
press the buttons in the E, N and W walls to deactivate the underwater fans. Jump
into the pool and pull all four underwater levers behind the big fans to open
the trapdoor in the center of the room and get the Gate
Control Key there. Make your way back to the courtyard with the
central structure with the snow falling; jump to its top and drop SW, use the
key to open the NW door. Eeeeeehhhh? Why? Quiet guys,
you'll soon understand this. Climb again the black ladder in the NE corner and
drop from the S side of the roof, open the small grated door and push the
button in front of you (this button was covered until you used the key. Aaaaaaahhhh!). Go outside and climb to the roof from the
small mound in NW corner. Now the door in the W wall is open and you can mount
the quad bike (now you understand the open door outside). Be careful 'cause
there's no reverse for this vehicle.
Drive to the deep pit and jump it from the left side; shoot the baddies and see the high NW crawlspace with the
small grate in its left; jump there to get SECRET
#23: grenade gun ammo and desert eagle ammo. Go back and open the small SE
door, grab the monkeyswing (not with a standing jump,
but with a running jump) and follow the path all the way, timing the fire
emitters to the opening in NE corner; crawl under the pipe and press the button
to open a door in the S side of the previous room. Go there (fortunately the
fire emitters are off) to pick up the Rusty Key.
Go back to the quad bike area. Open the door in W wall and use the key to open
the door and get the first Fuel Cartridge.
Return to the main water room, using the quad bike to go across the deep pit.
VERY IMPORTANT NOTE: Be sure to park the
quad bike in a place where you can re-use it later or you will not be able to
finish the level.
SECOND FUEL CARTRIDGE
From the "base operations center" swim to an opening in the SE
corner at the very bottom of the room and shoot the icy panel to get SECRET #24: a large medipack and the UZIS.
Return to the air hole in the ceiling to take a breath.
Now swim to a triangular opening high up in the NW corner; there's a
hole in your way with an underwater lever to pull and open the next trapdoor.
In the room with the fire emitters crawl under the pipes and push the button to
open a door in W wall. Crawl again and jump there, timing the fire emitter, and
continue to a room where you'll shoot a baddy
and pick up the uzi clips he drops. Press the button and return to
the fire emitters room to see that the room has changed. Approach the S wall,
turn right and jump to grab the high W ledge. Turn around and take a running jump
to grab the edge of the E crawlspace; climb down the ladder, open the door,
shoot the baddy and pick up the Fuel Room Key he drops.
Go right and jump to grab the crack in the S wall; shimmy all the way to
your right and go inside the crawlspace at the end. Climb the pole, jump back
and press the button in the small room with smoke emitters. Go back to the
crawlspace and drop into the pool: you can swim to the NE ledge and shoot the crocs from here. Use the key to open the door and
kill a baddy; press the button, go
outside and jump into the water to see that the trapdoor in the center of the
room is now open and also an underwater door where you can get the second Fuel Cartridge.
Go out of the water (NE) and up the stairs a bit. When you reach the midpoint, turn SW to spot
a triangular gray ledge in a corner on the water. Take a running jump there, grab the crack in
the W wall and shimmy left to find SECRET #25:
flares. Do the best you can to return to
the main water room, shooting another nasty fish
on your way.
THIRD FUEL CARTRIDGE
This time we're going to explore the sunken ship. Dive directly W and to
the very bottom, to the opening in the metal remains; through the hole in the
floor and take a breath in a small room with four closed doors. Open the only
one you can open (E) and climb the ladder. At the bottom of the next ladder,
shoot the baddy, pick up the flares he drops and press the button to open a
door in the first room of the sunken ship.
Also light a flare and notice the darker panel in the N wall, a clue
for a later secret. Go back there
through the water hole and pick up the Basement Key.
Go back to the previous room and open the S door with your new key; press the
button to open the nearby door and pick up MP5 ammo
inside.
There is a moveable block in the center of the S wall. Push it several
times to clear the way and pick up the Cabin Key
in the basement. Return to the four doors room and open the N door. Shoot the baddy and press the button to see a door opening.
Go back to the previous room and again through the E open door; climb the
ladder and here is the open door. The trapdoor near the uzi clips
opens automatically, so go down and there are two buttons here. Press both to
lower a block in the N wall and discover the third Fuel
Cartridge.
Go out of this room and turn left to the first room you visited in this
area (not the four doors room, but the room where you pushed the first
button). The block in the N wall has
lowered, allowing you to get SECRET #26:
the elusive MP5 gun. Now return to the four doors room and to the
high E air hole in the main large room.
FOURTH FUEL CARTRIDGE
Now it's time to look for the last Cartridge. There is an underwater
opening in the S wall near the SW corner; dive through and climb the E ledge.
Pick up the uzi clips in the corner (notice the white moveable
block in the opposite side for later); shoot the fish
in the next pool and continue through the E underwater opening. Shoot the baddy in the next corridor and press the button in
the right passage to open the trapdoor. Don't go there yet; follow the N path
and you're now back at the very beginning room. Jump the icy ledges to the E
and go through the N crawlspace at the end. Use the monkeyswing
to cross the spiked pit and the next one to reach the far W ladder; climb down
and shimmy right to a safe ledge. Climb the high S ledge and continue to a room
where you'll shoot a baddy. Press the
buttons here to see a door opening somewhere. Return to the very beginning room
and safety drop to the ground floor.
Jump into the pool and dive through the W underwater opening: soon
you'll find an opening in the ceiling (not the opening at the end of the
passage) and the grated trapdoor you opened minutes ago when killing the baddy.
Go up the S corridor, jump into the water hole and climb the ledge where you
shot the last fish from. Push the icy block in the NW corner and jump into the
water to find the door you opened with the two buttons some time ago. Don't
waste the time in this place, swim as fast as you can, timing the deadly doors,
and pull the underwater lever at the very end to see a door opening somewhere.
(If you're fast enough you can pick up the large medipack in the middle way; if not, return to
the air hole and go back for it.) Get all the way back to the main large
underwater room and to the well-known four doors room inside the metal remains
of the sunken ship. The W door is now open, and you can pick up the last Fuel Cartridge there. Shoot two more baddies and pick up the 2 x shotgun shells they drop.
USING THE FUEL CARTRIDGES: THE ESCAPE
Now you need to take the long way back to the far grated trapdoor
through the underwater opening in the S wall, undoing the path you
"walked" minutes ago (you'll find a fish
on your way; return to the four doors room and kill it from there). Once there,
jump into the water and take the S underwater passage to the room where you can
use your four cartridges. Make it so and continue opening two doors and killing
another baddy on your way. Press the big
button at the end to see grated doors opening somewhere... But
where? In the place where you abandoned the quad bike a long time ago.
Yes, another long way back there, first to the large underwater main room (I
expect you remember how!) and from there through the underwater opening in the
NE corner. Mount the quad bike and drive up the ramp in the NE corner; dismount
and follow the E passage to finish the level.
November - 21 - 2011
PART 3 - NEVADA
Level 8:
THE SECURITY FACILITY
Walkthrough by Phil Lambeth
Lara is immediately attacked upon arrival by an MP, so kill him and crawl into the S alcove
surrounded by the crates for SECRET #27. Pick up the shotgun ammo and MP5
ammo, crawl back out and pull the block out of the E wall. Push it S, note the closed door requiring a
key card, and enter the E passage. In
the next room you're met with gunfire, so shoot the baddy
perched on the mound ahead and wait for two frogmen
to swim up to you. Shoot them, then jump
in the water and find the SHOTGUN in the
NE corner. On the way back you can see
an underwater lever in the NW alcove of the central structure, so pull it to
open a trap door on the other side of the structure. Before going there, you can pull up onto the
structure via the S ledge and hop to the NE ledge and from there to the top of
the structure for the shotgun ammo
dropped by the baddy.
Slide down or jump into the water and locate the open trap door on the E
side of the structure among the pillars.
Swim down and follow E past another frogman. Pull out right and kill the waiting MP, then turn and kill the frogman. Pull out the SE block and get up on it to
grab the overhead monkey bars. Monkey
swing around the room to the opposite corner, release and grab the metal block,
and pull up. Turn left and vault up into
the next room. Crawl N past the swinging
claw traps and stand up at the other end.
Note the roving laser below and hop down when it starts moving away from
you. Immediately pull up into the crawl
space across the narrow hall. Pause for
a small medipack,
then lower Lara down the other side when it's safe to
do so. Turn around and vault up onto the
next ledge. Wait until the laser is
going away from you, run forward a bit and jump over it as it returns in your
direction, then run forward to the block and pull up.
Hop down into a room with a glass floor.
Pick up the uzi ammo and note the covered wall switch. Get back onto the block where you pulled up
and face W. Take a running jump and grab
the ladder. Climb to near the top and
shift right or left to drop down into an upper room. Turn around and exit E up the stairs. Emerge outside and kill a waiting MP. Move
the block in the trench onto a brown splotch near the canyon wall and away from
the building. A block lowers at the SE
corner of the building, so go there and enter a new passage. Follow it down to the end and hop down into a
trench. Pull down the wall switch and
safety drop down into a familiar area.
The mesh covering has lifted from the wall switch across the room, so
run there and pull it down to open a door in the water room. Go back the way you came, past the laser
traps and the swinging claw traps, and drop down to the room below. Jump into the SW water hole and swim into
the water room. Pull out onto the
central structure and hop to the top of it.
Take a running jump W to the ledge and follow it around to the right to
the open doorway. Shoot the waiting MP and pull down the wall switch in the next room
(noting the receptacle for an artifact you don't yet have.) A trap door falls open at the other end of
the ledge outside, so go there and pull up onto the glass ceiling (soon to
become a glass floor) and shoot the MP.
Climb up onto the crates and pull back the one in the SW corner to
reveal a wall switch. Pull it down to
open up a crawl space in the S wall. Go
there and enter for the SECURITY CODE KEY. Get back out, enter the opening in the E wall
and go around the corner to find a closed door.
Remember its location, as you'll be back here soon. Return to the water room, jump into the water
and pull out into the W passage. Follow
to the room where you began this level and insert the Security Code Key in the
receptacle to open the door to your left.
Enter, retrieve the MP5 ammo and
jump past the laser trap. Pull up left
and hop down on the other side of the block.
Use the crawl space to enter a warehouse area. MPs are
shooting at you, but you need to get closer before returning fire. Use the stacked crates as shelter as you run
to the N side of the room. Pull up onto
the first row of crates beneath a sheltering bridge, turn around, draw weapons
and jump out to take out two of the MPs.
There's a third MP shooting down
at you from the NW ledge, so kill him as well.
Get up onto the central crates, pick up a small medipack dropped
by one of the MPs, and run to the switch in the E wall. Pull it down to open a door down below in the
N wall. Hop down and enter the short
passage. Remember this location,
because you'll return here to finish the level. Hang from the edge and release to drop a long
distance into a flooded hallway where two frogmen await. Quickly swim W to the wall and turn to your
right. Pull down the underwater lever in
the alcove, then turn around and swim E, past an opening where you can breathe
but not pull out. Swim all the way to
the E wall, where twin trap doors have fallen from the ceiling. Pull out into a small room and shoot the MP. There
are two wall switches here. Pulling the
one on the right opens a door in a hallway.
Pulling the one on the left opens a nearby underwater door in the area
patrolled by the two frogmen.
Jump into the water, swim past the two frogmen
and into the third opening on your left.
Pull down the underwater lever past the opened doorway to raise a block
in the previous room. Return there and
pull out of the water. Hop onto the
block you just raised, stand at the NW corner and face slightly SW. Take a standing jump and grab the edge of the
opening in the glass ceiling. Pull up
and grab the nearby uzi
ammo.
Head S down the passage and turn left to surprise an MP. Kill
him and pick up the small medipack, then
continue down the passage and come to a closed door flanked by two passages. There's a wall switch at the end of each side
passage. You have to jump over a laser
trap and get past a crawl space on each side to reach the wall switch. Pull them both down to clear the central
passage. Go there and follow to a
ladder.
Pull down the wall switch to your left to open a trap door above, then
climb the ladder and back flip near the top to the warehouse room you visited
earlier. Draw weapons and kill two MPs. Go to
the S side of the stacked crates and locate one there than you can pull away
from the stack. Pull it twice, then get
around to the other side to push it once, then pull it E once and push it S
against the wall to get it out of your way.
Go back and locate a second moveable crate behind where the first one
was. Pull it back three times, then
get to the side and pull it back E once.
Enter the passage you've created and pick up the uzi ammo
at the end. Drop down into the lower
passage and follow to a room where an MP
has his back turned. Get rid of him and
pull down the switch in the N wall to open that door I advised you earlier to
remember.
Get back up to the warehouse and exit SW. Get past the laser trap and return to the
water room. Jump into the water, pull
out onto the central structure and jump to the top of it, jump to the W ledge
and pull up through the opening to your left.
Run across the glass floor and enter the opening in the E wall. Turn ahead at the end and climb down the ladder. Don't drop down, or you'll be killed by the
barbed wire in the pit. Back flip when
you reach the bottom rung and locate the moveable crate in the NW corner. Move it under the SE wall switch. Climb up onto the crate, pull down the wall
switch and see that you've raised some crates in the warehouse room.
You can also hear the sound of a door opening, so go back the way you came and
drop down through the hole in the glass floor near the W wall. Jump over to the ledge against the N wall and
locate the open doorway. Pick up the flares beneath it if you didn't do so earlier,
and pull up into the opening. You're
overlooking the warehouse room, so hop down and locate those raised crates at
the SW corner of the central crates. Get
up there and pull up E onto the upper ledge.
Go to the SE corner for some uzi ammo,
then head over to the NW corner for the CHIP CLASS
A (TO RESEARCH). Take a
running jump E from the center part of the bridge, grab the ledge and pull up
for a rather obvious SECRET #28. Take the large
medipack and
jump back to the bridge.
Safety drop to the crates below and vault up next to the swinging claw
trap. Face S and jump up to grab the
monkey bars. Monkey
swing forward and to the left.
Release and grab again immediately to pull into a crawl space for SECRET #29.
Pick up the desert eagle ammo, get down
to the floor and exit SW. Do some
tedious backtracking to the water room and up to the ledge leading to the SE
doorway. Go to that receptacle you noted
earlier and insert the Chip Class A to provide access to the hallway behind you. Pull up left, shoot the MP and continue along the passage. Pass another receptacle to your right and
pull down the wall switch to open the inaccessible door to your left and
release another trigger-happy MP. A third MP
materializes behind you, followed in short order by the second one, which means
that the latter found a way to get to you.
After killing the pair, go back and locate an open doorway to your right
in the passage. Pull up and hop down the
other side (without sliding down into the barbed wire pit). Enter the open W doorway and come to a new
room.
Get down to the ledge and safety drop to the floor. Kill the MP
and locate a moveable crate NE. Move the
crate underneath the wall switch, climb up onto the crate and pull down the
switch. You now have access to the crawl
space in the SE corner of this room, so go there, climb up onto the corner
crate and pull into the opening. Lower
Lara down at the other end and pick up the SECURITY
CODE KEY. Crawl back out and
go to the NW corner of the room. Jump
up N to grab the ladder, climb up three rungs, and
when you see the flames subside behind you back flip to the column and quickly
side step into a corner. Jump up to grab
the ceiling, then monkey swing all the way around the room, looping to your
left in the process.
As you approach the W wall, wait for the flame blower to subside, then quickly move forward, drop down onto the ledge and turn
right to insert the Security Code Key in the receptacle. Safety drop to the floor
and run off the edge NE past the opened trap doors to land on a convenient
block in the water below. A frogman is down there, so kill him from your
vantage point. Jump into the water and
locate the small NW alcove for SECRET #30
and some uzi ammo.
Flip turn and swim to the underwater lever in the SE corner. Pull it to open the door to your left and
release two more frogmen. Retreat to the block and kill them from
there, then return to the S doorway and swim inside. You can avoid damage from the laser simply by
swimming under it, so proceed to the end of the passage and pick up the CHIP CLASS B (TO ZONE A).
Flip turn and swim under the laser.
Use the block to climb out of the pool, and pick up the desert eagle ammo
and flares on the ledge. Take an angled jump to grab the glass ceiling
and pull out. Move the crate E along the
trench and climb up onto it to access the ledge overhead. Exit this area via the E passage and kill the
MP on the way. Hop down into the room with the barbed wire
pit, vault up into the E opening, hop down the other side and loop around to
the left to locate the receptacle for your Chip Class B. The door to Zone A
opens to your right, so go there and kill the waiting MP. Pull up
into a green-tinted room filled with crates.
Pull up onto the shorter crate to your right and kill the MP down below.
Turn to face NW and jump to the crawl space. Pull in for some shotgun
ammo and drop back down. Get
back into the crate room and locate the SE moveable crate. Move it W two times (over the corpse of the
poor MP), then turn to your left and locate a second moveable crate N. Move it S two times to line up with the first
one, then climb up and pull the SW crate back two times. Get into the space vacated by the third crate
and use the crawl space to access the hole to your left. Pull down the W wall switch there for a cut
scene of a flooded area.
Leave this area and follow the long passage to the N end. Hop down into the lower passage and follow W
back to the water room. Follow the
ledges all the way around the water room and pull up into the opening in the N
wall. Run off the edge, angled either
right or left, to land on one of the crates in the warehouse room. Hop down to the floor and run across the room
to the doorway in the N wall. Safety drop down the long shaft, where those frogmen are
still patiently waiting for you. Swim
quickly E and find that the water level has changed in what previously was a
breathing hole. Swim up and pull into
the SE passage. Kill the waiting MP before turning around to deal with the frogmen
(one got away before I could kill him, and when I jumped back into the water to
give chase, I found that he had seemingly vanished into thin air).
In the next room is an oblivious MP,
whom you can either kill or not, as you prefer.
Pull down the switch in the E wall to open the trap door to your
right. Jump into the water hole and swim
down. In the next room, note the laser
trap. In the wall on each side of the
laser is an underwater lever. Pull them
both to open the W door. Swim through
and pull up at the end. Enter the crawl
space and pull down the wall switch to lower a block elsewhere. Swim back past the laser trap to the control
room where the MP (assuming you spared him) is still pounding his billy stick against his left palm. Exit to the water-filled shaft and jump
in. Swim down and E. Pull out into a room you visited earlier and
note the new NE opening. Pull up into
the passage and run forward to end the level.
Level 9: Area 51 [Laboratories]
Walkthrough by José
TIMED DOOR
Climb the boxes and shoot the guards
below. Go down to the other side and pick up MP5
ammo and desert eagle ammo
they dropped. The central E crate is moveable; pull it once, climb it and pull
the N one to reveal a switch. This switch is timed, so pull it and try to jump
the E crates (with single jumps from edge to edge to save time) to the one in
NE corner; grab the monkeyswing and move yourself
fast S before the door closes (drop/grab/hoist up). Shoot the guard there and pull the switch to open the exit
trapdoor (for later). Climb the S opening and shoot the metal grill; climb down
the ladder and shoot another guard.
THE SEWERS
In the next room shoot another guard
and pick up the small medipack
he drops and shotgun shells in the
center of the room. Climb the W opening, shoot the grill and pull the switch at
the end to open a small grate somewhere (a secret for later). Return to the
previous room and go through the N opening this time. Climb down the ladder and
continue to the sharp doors; jump once in the shallow waters so Lara can run
and time that deadly door. In the next room shoot another guard, pick up the flares
and climb the crate near the SW corner so you can turn NW and jump to grab the monkeyswing. Swing to the high crawlspace in the SE corner, jump the next fire holes
and sprint down the ramp to avoid the rolling ball with grab at the end so you
don't fall into the hole below. Pick up the grenade
ammo and the shotgun shells
and shoot the W grill. Beware with the next sharp door.
OUTSIDE AREA - SECURITY CODE A
In this room shoot the guard and
pick up the small medipack
he drops; go to the small ledge in the SE corner, face W and jump to grab the
high invisible crack up the crates. Shimmy all the way to the left to the next
crawlspace. In the outside area shoot the guards
at the top of the towers and another one in the E room who will drop a small medipack. Pull
the switch in the NE corner to open the trapdoor, climb down the ladder and pull
the switch in the room below to open a door in the room above. Go there and
behind the W tower is a switch to open the N door. Inside the new room shoot
the guard to pick up the SECURITY CODE A card he drops. Make your way back to the room
with the crates in the very beginning.
(There's a tricky jump on your way in the area with green shallow
waters, where you'll have to take a running jump with a hard right curve and
grab to climb a ladder.)
OPENING THE BIG BLACK DOUBLE DOORS
From the control room, climb down the ladder, take the E route and use
two more ladders to shoot another guard
and use your code card. Carefully approach the edge in the right corner and
turn around (face W), duck and safety hang grabbing the edge; drop, turn around
and walk slowly through the wires. Jump to the niche with the uzi ammo and time the laser to climb to the next
niche in the same wall. From here it's easy to reach the N ladder and climb it
before the laser kills you. Don't hoist up when you're at the top; wait for the
next laser to do it and jump over when it returns and climb the next ladder. In
the new room shoot the guard and pick up
the MP5 ammo he drops. Move the central
crate in S wall to the very E end to reveal a switch. This switch opens doors
somewhere. Now move the crate in SW corner so you can move the crate below it.
Move this third crate N and W under the hole in the ceiling so you can climb
there and return all the way to the place where you used the card before
(notice that if you're very near the ladders, the lasers can't hurt you).
GREEN WATERS POOL AREA - FIRST BLUE PASS KEY
Take the W corridor to see the doors you've opened. Time the lasers and
shoot that silly frogman in the green
waters pool (shoot the guard in first
floor too if you can). There are goodies to pick up in the corners of the pool.
Climb the ledge in the SE corner and here is the small grate you've opened a
long time ago; inside the crawlspace is a SECRET
#31: uzi clips. Back in the pool,
pull the underwater switch in E wall to open a door in the W side of the pool.
To get there use the climbable wall in the N side. Another guard comes to welcome you so dispose of him and
pick up his small medipack.
Go left and jump the hole with the barbed wires; continue and shoot another guard in the corridor. At the end of the path pull
a switch to open the next door, continue, shoot another guard and pick up uzi clips.
Push the moveable crate once and pull a switch in this room to open a trapdoor
in the previous corridor. Take notice of the high closed door in the N wall for
later. (What a headache for some
players!) Go back and through the open trapdoor, shoot the guard and pick up his BLUE
PASS KEY.
SECURITY CODE B
Get back to the room near the pool and this time go S to find the
receptacle for the key. Pull the switch in the NE corner and climb the ladder;
shoot the guard and pick up the DESERT EAGLE in the SW corner. Now go through the
passage in the NE corner, but be careful with the trap-trapdoor (pick up flares first). After a few meters you'll find
yourself in the first floor over the pool. From the SE corner take a running
jump against the fence to land onto the W metal ledge; time the lasers and pick
up the SECURITY CODE B in the next room.
Make your way to return to the place where you used the first Security Code A some time ago.
TO THE FOUR RECEPTACLES ROOM
Open the N door with your new card and jump into the pool; climb the NW
ledge and shoot the frogman. Climb the
ladder and shimmy all the way to your left to find a switch which opens a door
in a place you've already visited. If you take a very hard banana jump around
the pillar with the switch to the ledge in the very SE corner, you'll get
another SECRET #32: shotgun shells and desert
eagle ammo. Jump again into the pool, climb again the NW ledge and
this time shimmy right to go out of this room.
Go back to the W side of the room with the big pool and to the place
where you placed the Blue Pass Key some time ago. The central trapdoor is now
open and you can get a new SECRET #33: shotgun shells. Go out of this room and all the
way around in a clockwise direction to the hole with the barbed wires; jump it
and follow this path as before to the very last room. Use the moveable block
there to reach the high opening and kill a bunch of guards
in the next room. Go down the W corridor, open the door at the end and shoot
another guard. In this room you can go E
or W; it doesn't matter what path you follow.
YELLOW AND BLUE PASS KEYS
E route: Time the mobile cranes and go right at the junction; jump the
fire hole and pull the switch to open the next door. Continue W, climb the
ladder, shoot a guard and pick up the YELLOW PASS KEY in the NW niche. Pick up the desert eagle ammo in the SE crawlspace and exit
through the open door in S wall to return to the initial room. Shoot another guard there.
W route: Shoot the guard and move
the crate in the SW corner to the SE corner to reach the high opening there and
pick up a small medipack
and the BLUE PASS KEY at the top. Climb
the hole with the barbed wires, shoot another guard
and go left to the room with four receptacles.
Place the keys in their receptacles to raise two blocks in this room.
Climb the W one from its right side and pull the switch there to open a
trapdoor over the other block. Climb the E one from its left side and go inside
the dark opening above to finish this level.
November - 25 - 2011
Level 10: COMPOUND RESEARCH CENTRE
Walkthrough by Phil Lambeth
Begin in a short, dark passage.
Hang from the opening at the other end and see the frogman waiting for you in the pool below. Drop into the water and quickly swim to your
right and pull down the wall lever to open the W gate to your right. Swim there and greet a second frogman.
Locate the lever in the W wall and pull it to lift a gate in the pool
behind you. Flip turn and swim past the
frogman through the small opening in the E wall. Surface for air, pull out quickly to your
right and do battle with the waiting soldier. Be careful of the sliding claw trap as you
dance about. When the soldier is dead,
jump back into the water and swim to the room with the second underwater lever. Pick up the MP5
and the shotgun ammo, then swim back E,
pull out of the water and gleefully blow the frogmen away as they approach in
pursuit.
Run into the SE passage and turn left slowly to activate what behaves
like a teeth door. Run past when the
doors open and pull up left into the alcove.
Push the wall switch to open a trap door in the room where you picked up
the MP5 and the ammo. Get back there,
killing another soldier on the way, and
pull out into a purple-tinted area. An alien comes to the attack, so deal with him and
note the closed ceiling trap door in the SE alcove. Loop around to the other end and pull down
the wall switch at the end of the dark passage to open a door elsewhere.
Get back into the water and swim E through the small passage to the room
with the swinging claw trap. Pull the NW
block back once and climb up onto it.
Step forward, jump up to grab a ledge and pull up into an alcove. Turn around and jump up to grab the
ceiling. Monkey swing
forward and to the left. Release
at the end and grab the ledge. Pull up
into the doorway you opened earlier and hop down left into the passage. Run S across an enclosed bridge and do battle
with the alien in the next room. Go around a caged area and follow the passage
past a receptacle (remember its location for later).
Slide down into a lower trench and step forward. Pull the block back once, then get up on it
and lower Lara down the narrow opening on the other side. Go through the E crawl space and then another
crawl space, and drop down to attract another alien. Follow the passage around to another teeth
door trap. Enter the next room and grab
the MP5 ammo and the desert eagle ammo. Drop down into the shallow hole and pull down
the wall switch to open the trap door you noted earlier. Go back the same way you came. When you reach the block you pulled, use the
climbable surface in the S wall to get back up to the higher passage. Run around the caged area and across the
bridge. When you reach the end of the
passage, jump forward and grab the ceiling, then monkey swing to the other end
so you can get down with no health loss.
Jump into the water and swim across to the W room. Pull out and locate the open trap door in the
SE alcove. Pull up into a room with an
alien corpse, and pick up the nearby flares. Pull up through the opening in the ceiling into
a higher room with another alien corpse.
Pull down the nearby wall switch to lower a trap door to your left. Pull up E and climb down the ladder into an
eerie room with a central pool (looking down into an area you've already
explored) and four alcoves with alien statues.
There's a fuse receptacle beneath each alcove (but as it turns out, only
two are operative). Go to the opposite
NE corner of the room and climb the ladder there. Climb down the ladder on the other side and
kill the waiting soldier. Take the large medipack he drops and kill the frogman in the nearby water hole.
Jump into the water and follow the long winding passage to an opening
where you can pull out S. Shoot the MP
and note the nearby receptacle and a closed down to the right of it. Enter the N passage, climb down the long
ladder at the end and release to land in a room with two aliens on
display. Go to the fenced passage on
your right and push the button in the wall to open a door and release a live alien. Kill
him, then enter the opened S doorway and vault up into
the alcove for an ACCESS CHIP. Another alien has been alerted, so deal with
him. Stand facing the two alien statues
and jump up to grab the ladder in the shaft.
Climb to the top and turn left to insert the Access Chip in the
receptacle.
The door to your right opens, so enter a small room and pull the block
out of the S wall. Push it aside and
pull it back to get it out of your way, then go into the S passage and pull out
the second block. Pick up the SECURITY CODE C and make your way a long distance
back -- first, to the water hole, swim to the room with a ladder, use it to get
back to the room with the alcove-filled aliens.
Jump into the water for a shortcut, swim E through the narrow passage to
the room with the swinging claw trap.
Use the block to monkey swing to the upper passage, kill another alien there, continue across the bridge and around
the caged area until you reach the receptacle you noted much earlier.
Insert the Security Code C to open the door to the caged area. Go inside and pick up the MP5 ammo and a small medipack as a ceiling trap door in the corner
lowers. Climb up into the N opening and
run forward to an intersection. It
matters not which way you go first, as you'll return here after completing the
first task to begin the second. I went
to the right and slid down a slope before falling a long way into a pool of
water. As you wade out W you're beset by
two aliens coming from your left, followed
soon thereafter by another pair of aliens
to your right. After peace is restored,
light a flare (it's dark in here) and note closed
doors in the S and W walls. Go to the NW
corner and pull up into the S crawl space.
Follow to a lower crawl space and continue until you can stand up. Climb the ladder and shift right at the top
to drop down into SECRET #34.
Shoot the waiting alien and then
grab the uzi ammo and desert
eagle ammo. Push the button in
the wall, although there's no immediate indication of what happens when you do
that (but it apparently allows acces to the next
secret). Light another flare and make
your way back to the previous room. Wade
into the water and locate the underwater lever in the NW corner. Save your game for a tight timed run. Pull the lever, hit the look key to kill the
cut scene, swim up and to your right. As
soon as Lara changes from swimming to wading mode, press the sprint key so that
Lara will start sprinting as soon as she's able. Skid through the timed W door before it
closes. Pick up the 2 x uzi ammo, then
vault up into the NE alcove for the BLUE PASS KEY. Pull down the wall switch to open the S door
outside and release an alien.
Go there and shoot another alien. Climb up the blocks and run up the ramp,
where a soldier is firing at you from the
top. Kill him and pick up the shotgun ammo he drops. Continue climbing blocks until you reach an
opening leading down to the caged area.
Enter the caged area and pull up through the opened NW trap door. Reach the intersection and this time go to
your left. Slide down and follow the
passage past a receptacle, killing a soldier
along the way, around another caged area to a wall switch. Pull it down to open the door to your left
and kill the soldier. Pick up the SECURITY
CODE D he drops and note the moveable block and the closed trap door
in the next room.
Go back around the caged area and use the Security Code D to open the
door to your right. Enter the alien operating
room and push the wall button to open the door connecting the two rooms. Kill another soldier
and take his small medipack. Enter the first room and move the block into
the other room and into the NW corner.
Get up onto the block and pull up into an upper room. Pick up the YELLOW
PASS KEY and pull down the wall switch to open that trap door in the
floor of the other room. Go there, kill the alien
and safety drop to a lower passage. The
passage leads to an area you've already explored, so pull up S into the crawl
space. Make your way back along
previously plowed ground until you reach the room with four alcoves filled with
aliens.
Insert the Blue Pass Key in the E receptacle and the Yellow Pass Key in
the W receptacle. You hear the sound of a
nearby trap door falling. Pull into the
N alcove, the only one not protected by flames at the moment, and crawl past
the alien for SECRET #35 and some shotgun ammo.
The trap door that fell is in the water, so jump in and swim along the passage until you can pull out into a
purple-tinted room guarded by two aliens. Kill them and use the NE slope to back flip
and jump off to grab the ledge and pull up.
Pick up the nearby flares and climb the ladder in the S wall. Take a rolling back flip near the top and
grab the platform. Pull up and take a
running jump W and grab the bridge. Pull
up and take another running jump W to grab the upper ledge. Pull up, then jump back and hit the action
key just after you clear the edge. You
should glide onto the ledge below. Pull
down the wall switch to open a nearby trap door.
Turn around, and with your back to the wall, jump up and grab the
ceiling. Monkey swing E, and when you
get to the open shaft, turn to your right, get as close to the wall as you can
and release to grab the ladder. Pull up
until Lara sets her feet, then shift left and climb to the top of the
ladder. Pull up into a
upper room and take the ORB OF LIGHT (NEVADA)
from the plinth. When you do so, the
doors behind you open. Go through them
to end the level.
Walkthrough by José
THE WAY TO THE TEMPLE AREA
Advance and climb the NE ledge. Turn right and go through the crawlspace
in N wall. In the room with black pillars shoot the baddy,
the snake and pull the switch at the back
of the first pillar to your right. Return to the previous room and run directly
to the E opening; shoot the leopards and
pull the moveable block in front of you out and aside. In the hole in this room
there's the open door you've seen minutes ago. Inside the temple, jump over the
blades and in the pool room, shoot the water snake,
jump into the water and pick up the goodies
in all four corners.
INSIDE THE TEMPLE
Climb the ladder in SE corner and jump back with a twist to grab the
back ledge. Grab the crack in the wall and shimmy left to the next ledge. Face
N and take a running jump to grab the next crack and shimmy left around two
corners; jump back with a twist and grab the edge of the back ledge. Hoist up;
there is a closed door in front of you (for later). Run E and
pull the jumpswitch at the end to open the door you
saw seconds ago. You're on the ground floor again, so you'll have to do
all the previous tasks to reach that open door (Oh, my God!). Pull the switch
at the end of the path and climb the ladder; you're now in a very familiar
corridor. Go N and watch the flyby.
CASCADE AREA - SECURITY CODE E
When the camera is restored, quickly kill the nasty snake and turn left (E) to the small lake. To the right
of the small lake with the cascade there is a triangular crawlspace. Go inside
to get SECRET #36: shotgun shells and uzi clips
(kill the snake if you want). Go back outside.
Climb the block near the entrance and grab the climbable S wall; shimmy
right and around the corner, and continue climbing to the very top (shift right
and left on your way up); drop, slide and grab the edge. From the right side,
hoist up, jump back, slide and grab the edge of the sloped ledge behind; shimmy
left until you're over a wooden ledge; drop and shoot the crow. Face W and jump and grab the same sloped
ledge above you; shimmy left and when you can hoist up draw your guns and shoot
all those nasty soldiers in different
locations, up and down. Run W and pick up the small
medipack the soldier dropped; safety drop
to the ground floor and run E and S to the very end and pull the switch in the
SW corner. Go back N and W and climb the ladder to your right; turn around and
take a running jump to the E wooden ledge, another running jump to the SE rocky ledge and
another one to the S wooden ledge and climb the ladder to your left. Take a
running jump E-NE to the long ledge near the wall and run N, W and S; at the
end take a running jump SE to the wooden ledge of the central building. Go
through the open door and pick up the SECURITY CODE
E. Drop S and use the card to get access to the central building.
BACK TO THE TEMPLE AREA
Once the door is open, shoot the soldier
and take a running jump to the N niche to pick up uzi clips.
Pick up MP5 ammo in the NE corner and grenade gun ammo in the SE corner. Jump into the
water and through the E passage; crawl to pass the blades and arrive at the
main room with the pool. Take a running jump to the SE ledge and another one to
the S ledge. Take a standing jump to grab the monkeysing
and drop/grab/hoist up at the end of it.
Make your way to pass through that nasty blade and take a running jump
at the end of the passage to reach the next N ledge. From here, take another
running jump W-NW to the next ledge and another jump to grab the crack in the S
wall. Shimmy all the way to your right, deal with another blade and take a
running jump over the sloped ledge. Jump to the SE ledge at the end (I did it
with no grab) and a final standing jump W to pull the switch. Drop into the
pool and advance through the W underwater passage to another outside area.
SECOND DESERT OUTSIDE AREA
Advance and shoot two leopards, a small snake and a soldier
near the ladder (he drops shotgun shells).
Climb it and notice the closed trapdoor in the corner for later. Approach the S
side of the building and jump from ledge to ledge to get SECRET #37: a large medipack and desert
eagle ammo. Return to the roof you came from and this time approach
the SE corner. Take a running jump E-SE through the narrow passage to a
hard-to-see ledge in the middle; another one to the next (beware the low
ceiling) and through the crawlspace in the last one. Push the block to reveal
another crawlspace and shoot a baddy on
the other side. Break the grey box in the corner and pull the switch to open
the trapdoor in the corner of the roof.
SECURITY CODE F
Make your way back there, shooting a soldier
on your way who drops uzi ammo. Inside the building, shoot another baddy and pull the switch in the SE corner to
lower a block in the room you visited a few minutes ago. Go back there the same
way as before and pull the rocky block in SW corner out and aside to discover a
switch behind which opens the opposite door. Inside that new room, pull the moveable
block in front of you twice and pick up the SECURITY
CODE F in the niche. Kill a soldier
in the previous room and return to the trapdoor in the corner of the roof
outside. A soldier, a big snake and a leopard await
you in this area.
Climb the ladder in the corner again and through the trapdoor to the
room with the small pool inside. Spot the receptacle for your new card high up
in a niche in the SW corner. Use the crack in the W wall to get there. At the
end of the path shoot another soldier;
behind the W crawlspace you'll find uzi clips
and a switch, and behind the E crawlspace another switch and flares. Once both switches are pulled the door
opens, giving you access to the final outside area where you'll shoot a small snake and a soldier
at the top of the arch. But there's still some more work to open the final
doors.
FINAL OUTSIDE AREA
In the E wall look for... yes, oh my God,
another crawlspace! Drop into the pool at the end of it and shoot the water snake. Pull the underwater switch in the
central block, go out of the water and climb the SW ladder. Pick up goodies in the NW and SE corners. Near the NE
corner you can take a standing jump to another crawlspace in the N wall and
pull a switch inside. Now you can go back to the outside area the way you came
(through the hole in the ceiling).
There was not a camera this time, but a trapdoor has been raised in the
SW corner; use it to climb the S wooden wall and go E or W to the back of this
building where you'll shoot a couple of soldiers
and get the SECURITY CODE G one of them
drops. Return to the ground floor and use the card to open the double doors,
but not the last doors yet! There are two more openings to explore. First climb
the opening to your left and pull the block once; go outside and around to the
place where the block originally lay to get SECRET
#38: shotgun shells. Now go
through the right opening and in the water room there are two underwater levers
to pull. Go through the crawlspace in the NW corner and pull the switch in the
small room to open the last double doors.
LAST SECRET
Return there and if you want you can finish the level simply sprinting
directly to the N passage, ignoring the leopards.
If you want the last secret, shoot the animals from the entrance, go a bit left
and climb the S wall from the mound near the corner. Once up go W, pick up the flares the soldier left and MP5 ammo further on. There's an opening in the W
wall; following this path you'll reach the top of the cascade near the
beginning of the level and get SECRET #39:
MP5 ammo and uzi clips.
Go back to the previous outside area to finish the level.
November - 28 - 2011
PART 4 - PERU
Walkthrough by Phil Lambeth
Slide down a long slope to the floor below. There are no traps along the way, and the
gaps in the ceiling appear to conceal nothing interesting. Take an angled jump past the first swinging
blade and pull down the wall switch to your left. There's some uzi ammo
between the second and third blades. Go
through the open doorway SE and watch out for the spear traps. Run past the first one into the hole. Stand with your back to the wall and time a
jump (when the spears are closed) past the second spear trap. Ignore the ladder to your right for the
moment, take a running jump with grab over the fire pit and continue around the
corner past another spear trap.
Climb the ladder to an outdoor wintry area and kill a white tiger.
Locate a moveable block in the wall near the NW corner and push it twice
to reveal a crawl space to your right.
Enter it and crawl to a passage.
At the end of it is another moveable block. Pull it once and go back to the first
block. Push it twice to reveal another
crawl space to your left. Enter it and
come to a third moveable block. Push it
to reveal a ladder. Climb up to an
outdoor area where a native is
waiting. Kill him and get up onto the NW
block. Take an angled standing jump and
grab the wooden platform. Pull up and
save your game. Take a standing jump to
the higher E platform, which is actually a breaktile,
and run quickly to the right wall and jump up to grab the ladder. (Or, if you wish to use both breaktiles, take a step back from the edge and jump E to
grab the higher platform. Shimmy to the
right before doing pulling up. Turn
quickly to your left as you run and jump to the next breaktile. Quickly pull up onto the S ledge.) Shoot two bats,
then pick up the desert
eagle ammo and the large medipack in the SW and SE corners.
Go to the E opening and slide down two slopes to land in some
water. Pull out NW, shoot a bat and grab the shotgun
ammo. Jump back into the
water and time a swim past the assorted traps N. If you're feeling brave, you can loop to the
left past the second spear trap, pass a third spear trap and a swinging blade
and grab a large medipack. Pull out E into a passage and follow it to a
gap at the bottom of a ramp. It looks
like a boulder trap, and so it is. Multiple boulders, at that.
Simply take a standing jump over the gap to trigger the first boulder,
then take a back flip and hop back against the wall. Jump back over the gap and proceed up the
ramp. You'll trigger a second boulder,
so use the handy alcove to your left for refuge. Continue up the ramp to trigger yet another
boulder, and this time dart into the alcove to your right. The fourth boulder is tricky, since it's right overhead.
Go into the next alcove on your right, then run SW into the left alcove
to trigger the boulder.
Continue to the top of the ramp and shoot a native. The ladder ahead is blocked by a trap door,
so enter the passage from whence came the native and hop down past three spear
traps. Climb the long ladder in the W
wall past the bars and shift left at the very top. Drop down onto a ledge,
hang from the edge and release to grab the ledge directly below. Pull up and climb down the E ladder where a native waits below. Go into the W room and take the UZIS from one plinth and the ANCIENT KEY from the other. Pull down the wall switch to lower the trap
door you saw earlier. Retrace your steps
past the ladders and spear traps. That
third spear trap is tricky, as you have limited room in which to maneuver. What I did was to take quick side jumps in
succession past the second and third spear traps.
When you reach the lowered trap door, climb the ladder, shift left and
drop down to the top of a stairway.
Shoot the native and go down the
stairs to a crawl space. Crawl inside and
get the shotgun ammo to your right. Turn around and crawl N, and lower Lara down
the other side. Hop down the blocks and
follow the passage to a wall switch that opens a door leading to the outdoor
wintry area you visited earlier. Go
through the W opening, climb down the ladder and follow the passage you
negotiated earlier. When you get to the
ladder just past the fire pit, climb up to an alcove and insert the Ancient Key
in the receptacle. The door to your
right opens, and when you step forward a door opens NW and you're suddenly
attacked by no less than four white tigers.
When all are dead, enter that open NW doorway and note for later the
closed door and receptacle. Go back out
and locate the NE passage with a closed door at the end. Climb the nearby ladder and shift right to
drop down onto a ledge. Take a running
jump W and grab the ledge. Shimmy right
and around two corners until you're finally able to pull up into a crawl space
above another ladder. Crawl forward
until you can stand up. You're greeted
by a native, so kill him and continue
into the next room. You see a wall
switch protected by a swinging blade and a two-faced ladder partially protected
by spears. Get onto the open side of the
ladder, shift left around the corner and through the spears, and climb up. Shift right and drop down into an upper
room. Immediately draw weapons and kill
the waiting native, being mindful of the
nearby spears.
Go to the end of the passage and pull down the wall switch. The swooshing sound of the swinging blade
down below ceases, so jump to the ladder, climb down, shift around the corner
and release. Hopefully the blade stopped
at the right arc of its swing; if not, you'll have to go back up and
try again. When all is in readiness,
pull down the wall switch to open the door at the end of the NE passage where
you killed the tigers earlier. Go back
through the crawl space and climb down the ladder as far as you can. Drop down to the snow-covered ground and
enter the NE passage. Enter yet another
crawl space, pause for the uzi
ammo in the alcove to your left, and
continue to an open swampy area.
Since I'm assured that there's not a secret hidden somewhere in the
swamp, and since I had no desire to wade across every square inch pressing the
action key in a search for pickups, I simply waded across to the other side and
pulled up onto the E ledge. Locate the
moveable block in the middle of the wall and push it until a crawl space is
revealed. Go through and face a spear
field. Not much you can do but lower
Lara into the thick of the spears. Don't
drop, of course, but shimmy right to a safe area and then release. Walk slowly through the spear field to the
other side and dodge a spear trap after you turn the corner. Pull up left at the end of the passage and
hop down into a lower passage. Climb the
long ladder at the end and quickly kill the native
before he has a chance to push you back over the edge.
There's a receptacle ahead for a key you don't yet have, so pull down the
wall switch to open a trap door back in the outdoor wintry area you visited
near the beginning of this level. The
nearby door also opens, providing a convenient shortcut. Hop down into a room you visited earlier and
climb down the ladder. Get through the
crawl space and return to the area where the trap door has lowered. Hop down into the hole and pull up at the end
of the passage facing a huge temple.
Kill a bat and note the water hole
that contains nothing and leads nowhere.
Turn to your right and climb up onto the block. Hop NE to the next one and
NW to a third one. From here,
face NE and take a running jump past a cleft in the rocks for SECRET #40 and some desert
eagle ammo.
Take a running jump W into the darkness, curving left so you'll hit a
slope and land on a flat ledge. Take
another running jump slightly SW to that block you can see jutting out. Kill the bat and
take a final running jump W and grab the right corner of the block against the
wall. Pull up and take a standing jump S
to the moss-covered block, and a running jump S to a block next to the temple
wall. Pull up onto the outer ledge and
shoot another bat. Note the closed door to your left and follow
the ledge E, shooting a bat on the way
(and passing a receptacle for the Peruvian Mask you'll find much later), and
enter the last alcove on your left to find a wall switch. Pull it down to open one of the doors you
passed along the way. Go back there and
enter a pool area with an underwater tunnel.
Jump into the water and swim E into a room with pillars. On the back side of the far pillar to your
right is an underwater lever. Pull it to
open a door high up in the pool room.
Swim back there, pull out NW and go up the stairs. Turn left at the wall and take a running jump
to grab the sloped ledge. Pull up, and
with your back to the wall jump up to grab the ceiling. Monkey swing across the pool and drop down
into the passage in front of the door you opened just now. Pull up and kill the native.
Pull up still higher and take a running jump over a spear pit. Go down the stairs onto a bridge spanning the
pool. There's a closed door on the other
side, so turn to your left and activate the jump switch in the S wall. You'll fall into the water, so get back up,
following the same route, and go through the opened E doorway across the
bridge. Pick up the GOLD KEY at the end of the passage.
Go back to the bridge, jump into the water, pull out to find another native waiting for you, and exit this area. Two white tigers are waiting for you below, so shoot
them before sliding down the temple wall.
Exit N and pull out into the wintry area. Go through the NW opening, through the crawl
space and climb the ladder to the upper room.
Pull up through the NE opening, loop around to the left and insert the
Gold Key in the receptacle. The door
opens to your right, pushing you rudely out of its way, so enter and come to a
high area with a partially intact suspension bridge. Take a running jump S across the gap and grab
the far section of the bridge. Pull up
and run forward, but before entering the opening ahead, let's
detour for another secret.
From the back right corner of the bridge, jump SE to the slope and grab
the edge when you slide down. Drop down
onto a flat surface below and enter the passage ahead. Turn around at the end and jump to grab the
ladder. Climb to the top, pull up and
slide down into SECRET #41. Pick up two stashes of MP5 ammo and take a long running jump back to the
bridge segment. Enter the S doorway and
step out onto a high ledge overlooking the temple area. Turn right and take a running jump E to grab
the block and pull up for a small medipack.
Jump back to the ledge and take a running jump W into the darkness to
grab another block. Pull up and turn
right to take another running jump and grab to the S ledge. Pull up and run to the far end. Take a final running jump S and grab the
upper ledge of the temple next to an open flame. Pull up and locate a wall switch near a
dormant skeleton. Pull it down to open a
door you saw earlier on the lower temple ledge.
Two natives attack, so kill them
before dropping down to the lower ledge.
Enter the open SW doorway and follow the passage to a room with a wooden
floor. Move the block laboriously onto
all four of the inset ornate tiles, and a door opens. Climb the ladder in the S wall, shift right
at the top and drop down onto a bridge, then run
across into the open doorway. Follow the
passage to a slope and slide down to a room with multiple swinging blades. Before engaging them, pull into a crawl space
in the alcove to your right for some uzi ammo. Now work your way past the blades. After you pass the second one you can look to
your left and see a wall switch in the alcove.
For now, continue past the blades and take the PERUVIAN MASK from the NE plinth. The NW door opens to release a native, so kill him and go out to find yourself at
the spot where you began this level.
Prepare yourself for a most elaborate timed run to get the final secret.
Go back to the wall switch and save your game. Pull it down to open a far off door and start
a timer that I clocked at about one hundred seconds (more than a minute and a
half). You may want to save your same
periodically in different slots as you progress. Reverse roll and get past the blades and
through the NW doorway. Loop around to
the left and negotiate the second set of swinging blades, following the route
you took earlier past the spear traps and flame pit to the outdoor wintry
area. Run across, slightly to your left,
to the open trap door near the S wall.
Hop down, continue to the temple area and turn right to jump the three
blocks as you did earlier. Take a
running jump W into the darkness with a left curve to land on the flat
surface. Take the time to line up for a
running jump W to the next block, and try to land so you can run with a
continuous movement to grab the far block W.
Pull up, turn right and take running jumps S to the temple wall as you
did earlier. Pull up, turn right, run
along the ledge and take the first left into the opening leading to the
pool. Jump in, swim down the passage to
the far room with the pillars, go to the far left corner and swim up the
shaft. Pull up E, run forward and to
your right, and get into the timed room for SECRET
#42 before the door closes.
Pick up the MP5 ammo and the small medipack for your
trouble.
Go back to the water hole, swim to the pool, pull out NW and return to
the temple ledge. Turn left and follow
the ledge to the receptacle for the Peruvian Mask. The door opens to your left, so follow the
passage to a room with an overhead bridge.
Follow the bridge and vault up into the E opening. Walk through the spear field and pull down
the wall switch. Return to the bridge
and go to the W end. Take a tricky running
jump into the W alcove and save your game before pulling down the wall switch
there. Reverse roll, draw weapons and
wait for the native to climb up to where you are, so you can kill him and get
him out of your hair before embarking on a timed run. Pull down the wall switch again, reverse
roll and run out onto the floor. Hurry
to the lower raised block in the NE corner and take a running jump to grab to
its left side. Pull up and take a curved
running jump to the right to the higher raised block W. Take a standing jump forward to grab the
slope, and save in a different slot as you pull up.
Take a rolling back flip to the breaktile and,
without stopping, take a running jump to grab the higher breaktile. Pull up, then jump
up to grab the ceiling. Turn around and
monkey swing to the W ledge overlooking the temple area. You can drop down here and save again, if you
wish, to avoid having to repeat your hard work to date. Monkey swing to the end, turn left to the
wall and release to grab the ladder.
Shift right, climb up a bit, then shift left around the corner and climb
up to the top. Shift
left and drop down into a passage.
Follow the passage to the end and climb down a long ladder to drop down
into a pool.
Swim into the SW corner for some grenade gun ammo, then swim into the
small room N and note two underwater levers on the wall. (The ones in the side alcoves are spear
traps.) Pull down the one on the right
to open the overhead trap door. Pull up
and take the PERUVIAN GEM from the plinth. The next running jump to the SW block is
quite tricky and will likely take you a number of tries before you successfully
make the grab. What I did was to
sidestep at an angle to bring me closer to the edge (a full step forward is too
much), then I made the jump off the precise corner of the ledge. When you get there, needless to say you
should save your game.
Jump E to the ladder in the shaft and climb up. Kill the native who
greets you in the passage, then at the end simply run off the edge to land in
the water hole far below. (You just knew
it had to be good for something, didn't you?)
Pull out to kill a white tiger,
then leave this area N and return to the outdoor wintry area. Go through the W opening and follow a
familiar route to the ladder in the wall just past the fire pit. Climb up and run into the snow-covered
room. Enter the NW doorway and insert
the Peruvian Gem in the receptacle to open the nearby door. Go into an outdoor jungle-like area and kill
two white tigers. Jump into the shallow pool for some flares.
Pull out N, turn around and jump to the nearer crate in the water. Take a standing jump SW to grab the ledge
jutting out of the wall. Pull up, turn
around and jump up to grab the monkey bars.
Monkey swing to the N end, release and grab the ledge below and pull up.
Take a standing jump slightly NE and grab the crack in the wall. Shimmy left and around the corner, and drop
down into an alcove. Turn around and hop
to the ledge, then take a running jump E to grab the gap in the wall. Shimmy left and pull
up. Take a running jump S and grab the
top of the pillar. Pull up and take a
standing jump slightly SW to grab the ladder.
Climb up to the ledge and take a series of jumps W to a ledge in the
corner. Take a running jump to the next
ledge, then continue with a running jump to the ledge
in the N wall. Follow this ledge to the
E end, face slightly SE and jump to the ladder.
Climb up to the top ledge and locate the suspension bridge. Go across, but before you reach the other end
kill the waiting native. As you enter the passage ahead the level
ends.
Walkthrough by José
FIRST TASKS
When reaching the pit, go right and jump to grab the crack in the S wall,
shimmy left and go through the W crawlspace. Climb the right opening, hoist up
and drop to avoid the rolling stone. Climb again, turn around and take a
running jump to grab the N crawlspace. At the end of the path grab the edge and
shimmy right till you can hoist up; turn around and face E-NE to jump to the
ladder, climb it and pull the switch to flood the pit. Jump into the water,
pick up desert eagle ammo in the corner and pull the underwater
switch. Return to the opening where the rolling stone is and facing W, sidestep
to the very left and jump to grab the edge above, hoist up and jump back to
find the door you've opened.
THE INCA KEY ROOM (first time)
Kill a native and continue S (take
notice of the room to your left, where you'll place the first Machine Cog
later) and E to the end and climb the high opening to your right. Pull the
switch to open the trapdoor. Face S, drop and grab the edge, drop, slide and
grab the edge of the sloped pillar; hoist up and jump back with a twist and a
right curve to slide backwards at the top of the next sloped pillar; shimmy to
the very left, hoist up and jump back with a twist and a hard right curve to
grab the edge of the flat ledge behind you; from here (you haven't the key yet;
it's for the very end of the level) jump to the SE ledge where the switch is.
The high door in the S wall is timed, so don't waste precious seconds, pull the
switch, jump back and jump diagonally to grab the ledge to your left, hoist up
and take a single jump against the opening before the door closes. Kill the raptor and pull the switch to see a door opening.
This door is in the small room where you pulled the first switch of this level
(high above the first ladder, now over the flooded pit), so make your way back
there as best you can.
FIRST MACHINE COG
Time the horizontal spikes and kill the raptor,
pull the switch in the SW niche to open another door, kill another raptor and push the block in the corridor to
reveal a passage. Kill the crocs at the
bottom of the pit from your high position if you can, drop and climb the SE
ladder (remember this place 'cause you'll be back here much, much later); pick
up a small medipack
and pull the switch at its top. Climb down the ladder and use the sloped ledge
in the E wall to reach the high crack in the W wall, shimmy left and return to
the previous room, killing another raptor
on your way. Go through the open door in the SE corner, push another block and
follow to a water hole, killing a croc on
your way. At the end of the underwater passage, pull the underwater switch and
swim back a bit and through the new open door; pull another underwater switch
there and go back to the water hole. On your way back you'll find an open door
to your left; jump to grab the crawlspace and you'll find the MACHINE COG [To Reshape Land] inside. This cog
must be used in a room near where you killed the first native. Make your way
back there and beware of another croc. To
open the exit door in this area you'll have to pull again the switch in the SW
niche in the room where the skeleton is lying.
FIRST LAVA ROOM
Once you've placed the Cog, go back to the entrance (right and right, to
the pit where the rolling stone is) and follow the now W accessible path to a
small room where you can go up the stairs and pull a switch to open the exit
door and get access to a large outside area. Run directly to the N cave and
climb the ledge where the shotgun ammo
is; from here a running jump to the N opening, down the ladder and another
curved running jump to clear the slope. In the lava room, slide and jump at the
last moment to grab the small ledge in the lava; a running jump to the E
ladder, climb it and shimmy left to the S safe ledge; to the W and a standing
jump to reach the high ledge there (notice the crack in the S wall for later).
Jump to the crack in the W wall and shimmy left (notice the closed trapdoor in
the crawlspace; a secret for later). From the E side of the N catwalk, jump to
the S ledge and to the next one; up the E passage, use the monkeyswing
to clear the lava pit and continue to a small room at the top of the lava room.
SECOND MACHINE COG
Shoot the raptor and climb the
crawlspace in the SE corner to get SECRET #43:
MP5 ammo and flares.
In the previous room, on the patterned tile in the NW corner you can pick up another
MACHINE COG [To Reshape Land]. Go back
to the lava room, drop on the S ledge and climb the W one like you did before.
This time, turn right and jump to grab the S crack, shimmy a bit to the right
and go through the crawlspace to place the Cog in this new room. You can see
now that the lava has turned to water, so jump into the pool and go through the
E underwater passage to pull an underwater switch to open a door somewhere. Now
you can take two routes to get there; if you choose the way you came here you
can use the N blocks where once there was a ramp to return to the outside area.
But if you want the second secret of this level, you must do the same as
before: the ladder, the ledges, the crack, shimmy left and at the end there is
the crawlspace with the open trapdoor; jump over the pit and when you reach the
ramp Lara can't walk over, turn around, jump back and jump again when sliding N
so you have enough time to run and jump the small pit near the trapdoor,
avoiding the boulder this way. Go up S, use the monkeyswing
at the end and you find yourself at the top of the
temple entrance to get SECRET #44: uzi clips and the SHOTGUN.
THE STRONGHOLD KEY
Now, if you want a large medipack,
safety drop to the ground floor and shoot a raptor;
go inside the temple again (S open door) and to your left is the door you've
opened minutes ago; pick up the large medipack from the pedestal and climb the ladder
to return to the roof. If not, you simply need to approach the W wall, turn
left and take a running jump to the N ledge. Continue through the narrow
corridor, use the climbable wall to get to the other side of the lava pit, time
the horizontal spikes to take a running jump to the other side of this new pit
and pick up the STRONGHOLD KEY from the
final pedestal. But... Where to use this key?
WHERE TO USE THE STRONGHOLD KEY?
Take a running jump to the W slopes near the wall and slide to the
ground floor, shoot the raptors and go
inside the temple (S) and through the crawlspace there. Now you're in a
familiar place. Drop to the bottom and make your way back to that pit where you
killed the crocs a long time ago, with the spikes and the slope. (=> small room where you pulled the very first switch of this
level => next room with two doors => pull the switch in the niche to open
the closed door). Drop into the pit and this time go N to the dark cave; there
is a triangular ledge in the SE corner, but also a boulder awaits
to smash you. You don't need to jump onto the flat part of the ledge; simply
jump over the sloped part to trigger the boulder and when the danger is gone,
light a flare and go through the crawlspace there; beware the falling debris at
the end, climb the ladder and use the key some meters further.
SECOND LAVA ROOM - THE INCA KEY
In this lava room, turn left and go S; jump to the first ledge you can
jump to your right and situate Lara in the very NE corner of this block. Align
her in a N-NE direction and take a running jump with a right curve to the small
N ledge over the lava; now another running jump to the E opening and from here
two hard jumps to the sloped E ledges to finally grab the W ledge in the corner
of the central building. Now a standing jump to the high ledge in the S wall,
jump to the W catwalk and continue till you are inside the building again. Now
you have two choices; with the fast route you'll miss desert
eagle ammo and shotgun ammo and with
the long route you'll get it:
FAST ROUTE: Face N and jump to
grab the high N ledge inside the building. Pull the switch in the other side to
change the lava for water. Jump into the water below and from the small ledge
to the water around the building (take care of the croc). There are some flares
in an underwater ledge in SW corner and the Inca Key in the next underwater SE
corner.
LONG ROUTE: From your position,
take a running jump to the ledge near the N wall, another jump to the NE ledge
and another one E-SE to the ledge in the corner of the building. From here
another running jump to the NE ledge at the bottom of the ladder; climb it and
jump back to land on the ledge behind and from here a running jump to the top
of the building. At the other side you can pick up desert
eagle ammo and shotgun ammo
over the wooden boxes. Go to the W side and drop into the hole. Pull the switch
in the other side to change the lava to water. Jump into the water below and
from the small ledge to the water around the building (take care of the croc). There are some flares
in an underwater ledge in SW corner and the INCA
KEY in the next underwater SE corner.
BACK TO THE INCA KEYHOLE
It doesn't matter what route you choose; once you have the Inca Key in
your backpack you only need to think where to use it. Do you remember the
keyhole in the water room with the sloped pillars near the beginning? It's time
to get back there. Go out of the water W and through the NW passage to return
to the caves with the spikes and the sloped ledge. As before, use the sloped
ledge in the E wall to reach the high crack in the W wall, shimmy left and
return to the room with several doors; pull the switch in the SW niche to open
the exit door, time again the horizontal spikes and jump into the pool below.
Climb E, jump to grab the crack and shimmy left, continue, climb the E opening
where the boulder is, sidestep to the very left and jump to grab the edge
above, hoist up and jump back to find the door you've opened when you began
this level. Continue S (to your left is the room where you placed the first
Machine Cog) and E to the end and climb the high opening to your right. Pull
the switch to re-open the trapdoor.
EXITING THE LEVEL
From here the same movements as before: face S, drop and grab the edge,
drop, slide and grab the edge of the sloped pillar; hoist up and jump back with
twist and right curve to slide backwards at the top of the next sloped pillar;
shimmy to the very left, hoist up and jump back with a twist and a hard right
curve to grab the edge of the flat ledge behind you. Use your key here and
watch the flyby. All the room is flooded now, so don't waste the time and go through
the E open doors at the bottom; up the wide underwater passage and through the
opening in the corner at the top (avoiding the crocs
first). Continue diving and eventually a door will open and the level will be
finished.
December - 02 - 2011
Level
14: THE SANCTUARY OF LIGHT
Walkthrough by Phil Lambeth
You're underwater as you begin, so swim forward and follow the passage
until you can swim up into a fairly large lake.
Two raptors are roaming the W
ledge, and a crocodile swims out of a SW
underwater opening to check things out, so pull out and clear the area. As you look around, you can tell there's lots to do here, but no way to do much of it
yet. Since we'll be coming back here
from time to time, I'll call this the main room.
For now, jump back into the water and swim into that SW passage. Follow to a shaft where you can swim up and
pull out. Kill the native and note the keyhole at the E side of the
ledge. Pull down the wall switch at the
W end of the ledge and climb up onto the crate for some shotgun ammo before leaving this room. Go W, turn right at the opened doorway and
jump onto the slope so that you're facing forward. Slide down near the end and jump off to grab
the ceiling. Monkey swing past three
timed flame blowers and release at the end to grab the S opening. Pull up and go up a couple of steps to a
water hole. Jump in and swim into an
underwater room. Note the closed door in
the E wall and swim up through the SW hole in the ceiling.
Pull out N and climb the blocks until you reach a ladder. Climb up until you reach the block to your
left, take a rolling back flip and grab the crack in the N wall. Shimmy left and pull
up into the alcove. Turn around and take
a running jump W to another ladder.
Climb to the top and pull up into an upper room. Step forward and take the RUSTY KEY from the plinth. A cut scene shows that underwater door
opening, now guarded by a crocodile.
Climb back down the ladder, safety drop to the ledge below and jump into
the water. Swim back into the underwater
room and lure the crocodile to the NW
opening. Pull out and kill it, then jump
back into the water and swim into the open E doorway past the first of two
swinging blades. Turn left and pick up
the uzi ammo in the corner. Swim up and locate an underwater lever in the
alcove. Pull it and swim back, between
the two blades, into the N anteroom.
Look up to find the trap door you've just opened and pull out to
encounter a raptor. Kill it and pull down the W wall switch to
drain the area below.
Safety drop to the room below and light a flare to detect a moveable
block in the NW corner. Pull it back and
pull it aside to reveal a wall switch.
Pull it down to open the doorway past the second swinging blade. Go there and follow the E passage to a
ladder. Climb up and climb up a short
distance. Jump off with a roll and land
on a slope. Grab the edge on the way
down, release to grab a crawl space, and crawl inside for a small medipack and SECRET #45.
Crawl back out, climb up the ladder to the top, climb back down three
rungs and back flip. You should land on
a stable surface. Turn around and climb
up N into a passage. Kill the raptor and run across the grate. Go up the steps, pausing for some flares, and pull up into the crawl space at the
top.
Crawl a long
distance to an opening. Lower Lara down
the other side and drop down into the lake at the main room. Pull out W and turn to face the ledge in the
S wall. Take a running jump SE and grab
the edge. Shimmy all the way to the
right and around the corner. Pull up
into the crawl space and lower Lara down the other side. It might be a good idea to save your game
before releasing. Drop down onto the
ramp, slide just a little bit and take a rolling back flip. You should land on a wooden platform and
avoid being skewered by the spear trap below.
Pull up left into a crawl space.
Crawl forward until you can stand up.
Pull up left and reverse roll.
Back flip onto the slope and jump off to grab the ladder. Climb up to near the top and back flip over a
slope. You'll land on a ledge next to a
closed door, which you can open with the Rusty Key.
Hop down to an opening that overlooks the familiar lake. Take a standing jump forward and grab the
monkey bars. Carefully monkey swing past
two flame blowers, release at the end and grab the ledge, and pull up into the
opening. Time a run past two flame
blowers in the passage and use the raised mound to pull up W. Light a flare and make your way past two
spear traps. Drop down into a lower
passage and come out to another opening that overlooks the lake in the main
room. Jump up to grab the monkey bars
and monkey swing left until you can drop down onto a temple ledge. Wait for the crow
to arrive and kill it.
Stand facing NE and take a standing jump forward to grab a climbing
surface. Climb a bit and pull up as if
to back flip. Instead, grab the edge as
you fall back and shimmy to the left.
When you reach the wall, pull up and take a rolling back flip onto a breaktile. Without stopping,
take a running jump forward to the next breaktile and
jump off the second tile to land on a sloped ledge in the S wall. Grab the edge as you slide down and shimmy
left until you can pull up into an alcove (notice the raised corner block below
you as you pull up). Turn to face NW and
jump to grab the edge of the slope.
Shimmy left along an invisible crack until you can pull up onto a flat
area. Step forward and pick up the desert eagle ammo for SECRET
#46. Shimmy back to the
right, pull up and hit the action key after you've fallen past the edge so that
you glide down onto the ledge below.
Run down the W passage and kill the raptor before it has a chance to
charge you in close quarters. As you
step forward into the next room the door closes rudely behind you. Time a running jump past the flame blower
into the SW opening (there's no need to grab and pull up). At the end of the
passage, turn around and back flip onto the slope. Slide down ever so slightly, jump forward to
the higher slope and back flip to a third slope. Jump off this slope to grab the ladder. Climb to the top and pull up. Run forward and safety drop
to a lower alcove. Turn around
and time a running jump past the flame blower to grab the crack in the E
wall. Shimmy right until you can pull up
into an alcove. Turn around and time
another running jump past a flame blower to grab a crack in the upper W
wall. Shimmy right and pull up into a
crawl space.
Crawl forward until you can stand up.
Use the mound to grab the N ledge above (using only the action and up
arrow keys). Shimmy
left and around the corner before pulling up, to avoid the dart trap in
the passage. Kill the waiting native and crawl E along the passage, pausing to
pick up a large medipack
and pulling down the switch in the S wall.
Watch out for the flame blower on the other side. Wait for the glow to subside before taking a
quick safety drop to the ledge below.
Now the NW door is open. Take a
running jump past the flame blower to access the passage. Be careful of the flame blowers at ankle
level as you make your way along the passage.
Pull up E and avoid the horizontal blades as you crawl along the right
wall and stand up to take the SANCTUARY KEY
from the plinth. The door to your left
opens as you do so, so slide down to the ledge where you shot the crow earlier.
Safety drop to the ground, jump into the water and
swim into the SW opening. Follow the passage, swim up the shaft and
pull out. Insert the Sanctuary Key in
the receptacle you noted earlier, and the double doors
a mere step away open. However, you have
to swim back, pull out at the entrance and enter from the front as any guest
should. Go up the steps and drop down a
hole into some water. Follow the passage
and turn right into the opening. Pull
out into a room with four receptacles for Peruvian Tablets. You don't have any of them yet, so remember
this room for later. Jump back into the
water, return to the main passage and turn right. Swim up into a room with four open
doorways. You suspect that each doorway
may lead to a set of tasks resulting in a Peruvian Tablet.
S PASSAGE
It probably makes no difference which doorway you choose first. At random I selected the S doorway. When you make your choice, you're committed,
as a gate slams shut behind you upon entry.
Follow the passage, climb down a ladder to a lower underground passage
and follow to an opening. Pull up E and
beware of the boulder poised at the corner.
Turn around from the edge, hop back three
times and run forward to escape the boulder.
Wait until it stops moving, then pull back into the opening and follow
the passage to a second boulder trap.
Same defense, hop back three times and run forward, turning right into
the passage to escape.
No more boulders, so follow the passage to the
end and pull up into a room. Hop back
immediately as debris falls from the ceiling, then pull back up and enter the
SW crawl space. As you look through the
bars you'll recognize the familiar lake scene.
Pull up E into another crawl space and stand at an opening overlooking a
room with deadly water. This would be a
good place to save your game. Stand one
step back from the edge and take a standing jump to the first breaktile. Without
stopping, take a running jump and grab the second breaktile. Shimmy to the right if necessary, then pull
up and take a running jump to the third breaktile
while turning to your left. You can
either grab the ladder or simply allow Lara to fall down to a safe ledge. The E passage leads to a door requiring a key
you don't yet have, so climb the ladder and pull up into a pool area guarded by
a native.
There's nothing of interest in the water, so go around the pool and
climb the SE ladder to an upper canal.
Take a running jump across to the N ledge, pull up and follow to the S
end. Jump up to grab the monkey bars and
monkey swing to the S wall. When you
release to drop onto a ledge, action music starts playing. However, it's several seconds before the native charges out of the doorway ahead. Go where he came from and take the RUSTY KEY from the plinth. Turn around and kill a second native who was trying to sneak up on you from
behind. Go back the way you came, climb
down the ladder and exit the pool area NE.
Climb down the next ladder to the deadly water room and enter the E
passage. Use the Rusty Key to open the
door.
Follow the ramp up to a room guarded by a swinging blade. Take the first PERUVIAN
TABLET from the plinth to open the exit door and attract a bat. Kill
the approaching native, too, and exit W
to a lower room. Drop down through the
hole in the floor to find yourself back in the room with the fallen
debris. Drop down into the hole in the
floor and follow the passage to boulder alley.
Shoot two raptors and follow the
underground passage back to the ladder.
Climb up and find that the gate leading to the hub area is once again
open.
W PASSAGE
As you proceed down the W passage a gate slams shut behind you, so a
pattern has been established. Follow the
passage to a large room. When you step
on the central design, a cut scene kicks in and the W doors open to unleash
five raptors. At least you have plenty of room to run
around in. After all five are dead,
proceed through the open W doorway and pick up the small
medipack at the opposite end of the dark
lair. Pull down the wall switch to raise
some blocks where the central design was, and three more raptors are released. Raptors can climb blocks. When all is quiet once more, use the blocks to
access the S ledge with a running jump and grab. Run along the ledge to the N wall. Get up onto the block and climb the
ladder. Pull up into a short passage and
note the closed gate ahead.
Hop over the hole, turn around and jump forward to grab a higher
opening. Pull up into the passage and
note the alcove to your right. You guess
correctly that it's intended to offer refuge from the poised boulder ahead. Same drill, turn around at the alcove, hop
back twice to trigger the boulder and run forward and left into the
alcove. A native
follows soon thereafter. Proceed into
the S room and pull down the switch in the far wall. The gate opens down below, so retrace your
steps and get past the swinging blade for the second PERUVIAN TABLET. Two bats arrive while a cut scene shows another gate
opening elsewhere.
Get past the swinging blade, hop over the boulder hole, climb down the
ladder to the ledge in the large room, and safety drop to the floor. Exit E and return to the hub room.
N PASSAGE
Enter the N opening and climb down the long ladder at the end of the
short passage. Deadly water is all
around you. Go to the E end of the ledge
and take a standing jump forward to grab the crack in the E wall. Shimmy right, timing your way past a flame
blower, and drop down onto a ledge in the NE corner. Take a running jump W to the next ledge, and
standing jump and grab W to the slope ahead.
Pull up, slide down the other side and jump off to grab the ladder. Climb up, and when the flames subside take a rolling
back to the suspended platform (thankfully, it's not a breaktile). Take a running jump forward and grab the
ladder. Climb down until Lara is hanging
by her fingernails. Shimmy left just
around the corner, and stop there. When
the flames subside, quickly shimmy left around the next corner before the
flames return.
Climb up a bit until Lara's feet are set, then take a rolling back flip
and grab the edge of the opening. Pull
up into the E passage and follow to an opening with an overhead monkey swing. Grab the bars and monkey swing forward a bit,
dogleg to your left and continue to the W wall.
Loop around to the right and when you reach the end of the line release
to drop onto a green ledge. Go over to
the adjacent green ledge and take a running jump N toward the ladder. Climb up, but before pulling up shift as far
to the right as possible. When you pull
up, back flip to the slope behind you and jump off with a right curve. You'll land safely, but you're in a
precarious spot. Turn to face NE, then
back flip to the slope behind you and you'll slide down to a stable
surface.
Turn around and face S. When the
flame blower on the left subsides, jump forward over the slope and pull down
the wall switch. Quickly back flip
before the flames return. The gate in
front of the right flame blower is now open, so time a jump past the flames and
avoid the ubiquitous switching blade in the next room. Take the third PERUVIAN
TABLET from the plinth.
Shoot a bat, get past the blade and flame blowers and climb down the
ladder. Instead of jumping S to the
green ledge, take a long running jump SE to the ledge down below. Climb the ladder in the S wall and return to
the hub room.
E PASSAGE
Follow the E passage to a water hole.
Jump in and swim E, picking up the flares along the way, and swim past a
swinging blade, noting the closed door to your left as you do so. Swim through a narrow opening and past a paid of swinging blades.
Enter the NE opening and encounter another swinging blade. Swim past it, relieve the skeleton of its large medipack, and
pull out E at the end. There's another
swinging blade overhead. Back flip to
the slope, jump off and grab the edge.
Shimmy right around a corner and pull up into the alcove for some uzi ammo.
Turn around and take a running jump into the N passage. Follow to an indoor pool. Shoot the crocodile
and note the caged raptor off to your right.
Run around the periphery of the ledge to attract a couple of bats. Note the closed door in the SE corner and
grab some uzi ammo and shotgun
ammo on the upper N ledge.
Jump into the water and pull the timed underwater lever in the N
wall. It opens that door in the SE
corner, so quickly turn around (I find that easier and quicker than performing
a flip turn) and swim to the other side of the pool. Pull out S, turn right and take a running
jump through the timed doorway. Follow
the ledge and face a couple of swinging spike logs. Before engaging them, however, let's divert
for a secret.
Go to the E wall, hop back and grab the edge, and shimmy to your
right. You'll encounter an invisible
crack and turn the corner. Go a short
distance and release to grab a crack in the wall below. Shimmy left around the corner and pull up
into an alcove. Push the block ahead two
times to reveal an alcove to your left.
Step inside for SECRET #47 and
pick up the grenade gun ammo and the MP5
ammo. Jump into the water,
exit this area via the W passage and repeat the timed swim/run exercise to
return to the ledge where you now need to address those swinging spike
logs.
The way I did it was to stand with my back to the wall on a line with
the right edge of the first pillar. When
the spike log started swinging left, I did a standing jump to the first pillar,
and successive running jumps to the opening in the N wall. I took major damage in the process, which I
suppose can't be avoided. Needless to
say, you should save your game when you finally succeed. Follow the passage and pull up right. Time a slide-jump over a spear field and a spear
trap. Safety drop into the lair of the raptor you saw earlier. Pull down the SW wall switch (you hear the
faint sound of a trap door falling) and move the NW block to the NE
corner.
Get up onto the block and pull up E.
Step forward and pull down the wall switch to withdraw the spear
field. Jump past the spear trap into the
safe area. Take a curved running jump
past the slope into the E opening and drop down to the lower passage. Follow to the swinging spike log room, jump
into the water and swim out W to the pool.
Swim down through the open trap door and follow, for a change of pace,
to an underwater swinging blade and the fourth PERUVIAN
TABLET. No bats this
time. The SW door opens, giving you a
merciful short cut past most of the other swinging blades. Pull the underwater lever in front of the
next closed door and swim carefully past the blade into the opening on your
right. Pull out and follow the passage
to the hub room.
Jump into the water and follow the passage to an opening on your left. Go there and pull up into the room with the
four receptacles. Insert a Peruvian
Tablet in each one, and you'll hear the sound of a door opening each time. When all four have been inserted, exit W
through the passage and take the ORB OF LIGHT (PERU)
from the plinth in the next room. The
door ahead opens, so go on through to end the level.
Walkthrough by Phil Lambeth
Begin in a passage. Run out into
a room and kill two bats. Hop onto the W ledge for a nice view and some
MP5 ammo and uzi ammo. Locate the moveable block in the E wall and
move it around to the other side of the stationary block against the E
wall. Climb up onto the moveable block
and move the upper moveable block onto the stationary block. Get down and move the lower moveable block
between the two stationary blocks. Move
the upper moveable block onto the W stationary block. Get up onto the upper moveable block and pull
up S through the ceiling hole. Wait for the flame blower to pause, then rush
forward, pull down the wall switch and back flip to safety.
Get back down to find
that a door in the S wall has opened.
Pull up inside and watch out for the twin blades. Get past the lower blade on the right side
and crouch down beneath the upper blade until the flame blower subsides, then
stand up, run forward and slide down a long slope. Take a few steps along the
passage until two raptors are alerted,
then wait for them to come to you so you can kill them in close quarters. Follow the passage until you emerge in an
underground lake area. Kill a bat and jump into the water for some uzi ammo.
Note the underwater opening in the W wall, but don't go there yet (as it
leads to a door for which you do not yet have a necessary key).
Climb out N and turn
around to jump to the SE ledge. Take a
running jump to grab the ladder in the W wall.
Climb nearly to the top and take a rolling back flip to grab the ledge
behind you. Pull up and take a curved
running jump E across the water. Grab
the edge and pull up to shoot a bat. Jump SE and follow the ledge to some MP5 ammo.
There's nothing in the water up here, so jump back down NW and follow
the N passage to a small clearing where another raptor
lurks. The E passage where it came
from is blocked by a closed gate, so enter the W passage and stand in front of
a slope. There's a boulder right there,
so don't try to beat it by jumping over the slope (even though there's an
alcove to the right up there). Turn
around, hop back onto the slope to trigger the boulder and run forward, veering
to your right or left as the boulder rolls by.
Now it's safe to jump up the slope.
Jump W up a second slope and come to a stairway. Flame blowers will start, but if you're quick
you can dash by them before they're activated.
Take the RUSTY KEY from the
plinth and time your way past the flame blowers going back. Saving and reloading helps, especially
with the lower pair of blowers.
Slide back down both
slopes and squeeze by the boulder to exit via the SE passage. Safety drop from the S edge to the ground
below and jump into the water. Enter the
passage in the W wall and swim to an opening where you can pull out. Wade up the hill and enter the SE opening. Crawl through and jump to the ladder. Drop down into a small cave, kill a raptor and a bat,
and pick up the flares. Enter the S passage and open the door with
your Rusty Key. Follow to a water hole,
jump in and swim to a level jump.
Level
13: INCA STRONGHOLD (revisited)
You're back in a
previous level. Swim forward and pull
out N. Run forward and pull up right to
a higher passage. Run forward and pick
up the flares. Go back and jump E to grab the edge of an
opening. Shimmy left
if necessary and pull up into a crawl space. Run forward and drop down a shaft into some
shallow water. Kill a waiting crocodile, then get into
the deeper water and doggie paddle NE until you're able to wade out onto the
shore. Shoot two bats, then take a running
jump SE along the shore line to grab a crack in the E wall. Shimmy left and pull
up into an alcove. Step forward and push
the moveable block two times to reveal a crawl space to your right.
Enter the crawl space
and emerge in a small room where a native
is waiting. Kill him and take the shotgun ammo from the plinth. Pull down the wall lever to open a door
outside and trigger some noisy reptilian activity. Crawl back out, drop into the water and wade
out to engage a raptor. Enter the open NE doorway and locate a
passage NW between the blocks in the next room.
Jump into the triangular opening and come to a series of spike-trapped
blocks. You would be wise to save your
game after successfully passing each trap.
First, jump up to
grab the N slope. When you hear the
sound of the spikes activating behind you, wait a second, then pull up and take
a rolling back flip to the spike block, then immediately take a standing jump
forward to the higher safe block. The
next spike trap is up to your left. You
can't use the same trick here of taking successive jumps to clear the trap,
because you don't have enough room and you'll bump against the block on your
second jump. Instead, put Lara's nose in
the back corner, at about a 45-degree angle, and when the spikes activate take
two back flips in quick succession. Do
the same thing to clear the third spike trap.
The camera angle becomes fixed here, but you should have no trouble
clearing the nearby spear trap.
Pull up N into a
higher passage and turn the corner to find another fixed camera angle. You're facing a gauntlet of parallel blades. If you stay to the left, you can get past
them with a minimum of health loss. A native waits on the other side, so dispose of him
before entering the next room for the VALLEY IDOL. When you take it from the plinth the door
ahead opens, giving you a shortcut back to the lake area. At the end of the short passage, turn around
and slide down the slope backwards. Grab
the edge, pull up and take a rolling back flip onto a ledge. Turn to your right and take a running jump to
a flat roof. Shoot a bat, pick up a small medipack and save in front of the timed NE wall
switch. Pull it down, reverse roll and
run SW. Jump to the previous ledge and
take another jump past the swinging blade into the timed doorway. Pull up left, drop down into the water at the
end of the passage and swim S to return to the previous level.
Level
15: VALLEY RUINS (resumed)
Swim forward and
surface. Pull out of the water and
follow the passage to the small cave.
Stand facing E and take a back flip onto the slope. Jump off and grab the ladder. Climb to the lowest rung and take a rolling
back flip into the W passage. Crawl
forward to the next cave and get into the water. Drop down into the hole and swim back to the
larger lake with the waterfall. Pull out
N, jump to the SE ledge, jump to the ladder, climb and jump to the upper ledge,
and jump across the water. Enter the N
passage, turn left once you're in the cave and follow the passage to a
receptacle for your Valley Idol. When
the gate lifts, go outside into a lush jungle area, where you're beset by no
fewer than three raptors. What's more, the gate slams shut behind you,
so you're on your own.
When there's peace in
the valley once again, make your way W.
Go under an arch and approach a suspended bridge. Don't be distracted by the various closed
gates you'll see along the way. When the
valley turns to the left, look to your right and note
the wall switch in the alcove. Pulling
it opens the large doors to your left in the S wall. Enter and find some desert eagle ammo just to your right in the
corner. Go under a broken bridge and
kill a pteranodon
in the open S area. Locate the jumpswitch in the N face of the pillar near the NE corner
and activate it. A cut scene shows you
that something has happened somewhere else.
Go back to the N
entrance and locate a crawl space in the W wall. Get inside and crawl a long distance to a
place where you can pull out into the room you saw in the cut scene. Jump up to grab the W ladder and climb three
rungs from the top. Take a rolling back
flip and grab the ledge behind you. Pull
up and turn to your left. Pull down the
wall switch to open the big doors in the valley just below you. You hear more reptilian activity down below,
so step up to the opening and kill two roaming raptors
from this vantage point.
Hop down NE to the
top of the nearest pillar and jump SE to the next pillar. Jump S to grab the higher ledge and pull up
for a small medipack. Look down NE and note that a block has been
raised near the lake below. That's for a
little later. For now, hop back and grab
the edge of the ledge, shimmy left around the corner and release to grab a
crack in the wall. Shimmy right, pull
into the alcove and pull down the wall switch to open the door in the E
wall. Get down there and enter a room
where a pendulum blade starts swinging.
Get past it, pick up a TORCH in
the E alcove, and go back outside.
Leave this section of
valley and head N toward an area you haven't yet visited. Two raptors come out to greet you, so drop
the torch long enough to get rid of them.
Continue N and go up some steps to a landing where you can see a closed
door requiring two key. Off to your left
is a small room where you can light your torch.
Before leaving this room, drop the torch and pull up into a crawl space
in the dark SW corner. Crawl forward for
SECRET #48 and pick up the grenade gun ammo and the flares.
Get back out, pick up the torch after grabbing
the desert eagle ammo just outside this
room and the large medipack
in the far left corner, and return to the S valley area with the lake.
Go around the lake
and hop onto that raised block you noted earlier. Face W and take a long running jump to the
next pillar. From there a running jump
NW to the next pillar, a running jump NE to the next, and a running jump N to
the ledge over the entrance (note the closed gate). Jump SE onto the adjacent pillar, stand on
the edge (so you won't get burned) and light the brownish tile in the alcove
adjacent to it. Jump SE and light the second
tile, then use the S ledge to reach a third tile for you to light. You won't be able to reach the fourth pillar
SW with a running jump (at least I couldn't), so hop down to the ground, get
back on the raised block and jump W to the next pillar as you did earlier. Jump to the NW pillar, turn right and jump
SW into the opening. Now take a running
jump SE onto the ledge where you got the small medipack. Hop into the SE alcove and take a running
jump slightly NE to the top of the pillar.
Light the fourth and final tile, opening that closed gate up in the N
wall.
Get there, using the
pillar tops in a counterclockwise direction (but leave your torch in a place
where you can easily retrieve it later), and get onto a broken bridge. Turn right and take a running jump W to grab
the wall. Shimmy left
and pull up into a dark alcove.
Light a flare and pull down the wall switch to release a pteranodon. Kill it, then take a running jump NE to the
other section of the broken bridge, and from there take another running jump NE
to the ledge for a rather obvious SECRET #49 and some uzi ammo. Jump back to the bridge to find that the N
gate is still closed. Safety drop to the
valley floor and find that a quartet of trap doors has opened just outside, allowing
access to an underground area.
There are spear traps
below, so safety drop onto the one clear quadrant and
explore the adjacent ledges for shotgun ammo
and a small medipack. Go through the W opening and deal with a
couple of prehistoric dimetrodons in the next room. Go around the pool to the NW corner and
stand on the highest step. Jump up to
grab the N ledge. Pull up, run forward and
jump up to grab the crack in the wall.
Shimmy left to the NE corner and drop down onto a ledge. Turn around, stand at the S edge and jump up
to grab the monkey bars. Monkey swing across to the SE corner and release. Ignore the slope and take a running jump W to
grab the ledge near the SW corner. Pull
up and enter the passage to your right.
Pull up into an upper room and run around the raised platform to find a
moveable urn. Move the urn to an
unmarked tile in the SW corner to open the double doors next to the spear field
down below.
Drop down to the
hole, return to the ledge overlooking the shallow pool and try to kill the dimetrodon from this
safe spot. Safety drop to the room below
and exit E. Go through the open doors N
and hop up to a higher passage. If
you're quick enough, you can run W into the next room and jump over the flame
blowers before they have a chance to start up.
Activate the jump switch in the NW corner to lower a block in the W wall
beside you. A raptor appears on the other side of the flame blowers, which is
a bit puzzling since you don't have to go back that way. At any rate, kill it before it has a chance
to wander into the passage and out of your range, then
proceed through the W doorway. Hop down
in the shallow hole at the end and pull up left.
Turn to your right,
so that you're facing W, and save your game.
Back flip onto the slope behind you, jump off to land on the slope
ahead, jump off that slope to land on a stable surface. Immediately side flip to the right, and
immediately thereafter side flip to the left.
If you do all this in one fluid motion you should be able to avoid a
devilish boulder trap. After the
boulders have passed by, side flip to the right again and jump up into the
opening. Turn around and jump up to grab
the ladder. Pull up at the top and
follow the passage to an opening. Climb
down the ladder to a ledge overlooking the flame blowers. Take a running jump S and grab the far ledge. Pull up and
climb the ladder to a higher passage.
Quickly follow the
passage around a corner and squeeze by an ahmet, if possible, so you won't have to
engage it in the narrow passage. After
you've killed it, pull down the switch in the W wall to open a door in the SE
corner. Go there and follow the passage
to another wall switch. Pull it down to
open that closed gate at the end of the suspended bridge. It also opens the gate behind you, so hop
back and drop down to the valley floor.
Head S into the area with the central lake and the surrounding
pillars. Use the raised block to repeat
the counterclockwise trip along the pillars to return to the broken bridge
N. Take a running jump and grab across
the gap and pull up. Follow the bridge
through the open gateway and enter a new area.
When you reach a
joint where the bridge meets a pillar, look to your right for a dark
alcove. Take a running jump W and grab
the ledge. Pull up for SECRET #50 and pick up the small medipack. Jump back to the bridge abutment and follow
the bridge to the N end. Take a running
jump NW to a ledge, and from the N end take a running jump N to grab the block
jutting out from the wall. Pull up and
jump to the higher N ledge. Locate the
hole and run into it facing N, with grab, so that you glide into an
alcove. Pick up the RUSTY KEY, which opens a nearby door. Safety drop to face the door that requires
two keys, not one.
Head S down the
valley, look to your right just below the broken bridge and locate the open
doorway. Pull up and look forward into
an obvious boulder trap. Jump over the
gap, turn around, hop back to activate the boulder, and run forward to jump
back over the gap. As you walk
cautiously up the E ramp you can see another suspended boulder. The alcoves ahead and to either side are
protected by flame blowers, but when the flames subside you can easily jump
forward and take refuge as the boulder tumbles down. Shoot two bats,
walk back down the ramp and note two jump switches in the side alcoves. You can side step beneath the switches
without getting burned. When the flame
goes out, jump up to activate the switch, then reverse roll immediately upon
landing. Exit when the
flames subside again, and repeat in the other alcove.
The door at the top
of the ramp E is now open. Step up to
the threshold and you'll active a row of spear traps. You need to time a run through the passage
when the spears are down and jump up to your left. In the next room are a trio
of crazed, but fortunately caged, ahmets. When you
step onto the depressed central tile the W gate opens to release an ahmet. Kill it, then
proceed through the opening and pick up the MP5
ammo. Pulling the wall switch
to your right opens the S ahmet cage. Get out of here quickly so you'll have some
room to deal with the second ahmet. Enter the S opening and loop around to your
left to activate a jump switch. As you
might expect, the E gate opens to release the third ahmet. When it's dead, enter the E opening and pull
up onto the block to your left.
Jump down into the
water on the other side and swim along the passage until you can pull out. Kill a bat and note the closed gate down
SW. Enter the N opening and follow the
passage to a hole. Drop down, and the
gate obligingly opens. Hop down to a
familiar area and exit W to the valley floor. Head S to the lake area and
retrieve your lighted torch. Take it all
the way back and hop into the E opening marked by a nearby boulder. Jump into the left alcove and then jump E
into the higher passage. Follow past the
water hole and jump down into the SW opening.
Light that skin in the W alcove (don't stand too close), and the nearby
gate opens.
Hop down onto a
moss-covered ledge and throw your torch away.
From here you can access the stone bridge spanning the valley. Go across, picking up a SHOTGUN along the way, and jump down to your left
onto a ledge. Follow to an opening in
the S wall and slide down to a closed gate on your right and an array of
ladders on your left. Climb the nearest
ladder and shift right as necessary to clear the slope. Drop down into the passage and quickly kill
the raptor. Pick up the shotgun
ammo in the alcove ahead, then run down the E passage and pull down
the wall switch at the end to open the gate down below. Go back, slide down the slope and turn left
into the lower E passage. Crawl through
the opening to activate a couple of swinging blades.
Kill a bat, then locate a raptor
down below and shoot it as well. Save
your game before attempting a running jump E past the swinging blades. Grab the ledge, pull up and follow the
passage to a wall switch. Pull it down
to open a trap door in the valley floor outside, then go back and drop down
from the ledge. Pick up the desert eagle ammo partially hidden in the foliage
and go stand on the raised mound beneath the W ledge. Jump up to grab the edge and pull up. Crawl forward, turn
left at the ladders, jump up the slope and drop down to the valley floor. Head E and locate the trap door you
opened. Drop down, follow the passage,
kill a dimetrodon
and pull up into a room guarded by an angry ahmet.
Kill it and climb up onto the block.
From the NE corner jump to the S ladder.
Climb to the top, back flip and shoot a bat.
Enter the SW alcove
and jump up the slope. Step forward to
an opening high over the valley. Turn
around, hop back and grab the edge. Shimmy
right until you can pull up. Shoot a bat and jump NW into an alcove for SECRET #51, the UZIS
and some shotgun ammo. Return to that high opening and pull up. Take a curved running jump E and grab the
raised block. Hop down onto the ledge
and take the T-REX NOTES from the SE
plinth. They give you some solemn advice
on how to kill the monster in question.
You may have heard a door opening when you picked up the Notes. Reverse roll and run N to the other end of
the ledge. Turn left into the opened
doorway and shoot a bat. Go down the steps, make your way carefully
past the swinging blade and shoot another bat
before taking the GOLD KEY from the raised plinth. A cut scene warns you that the door requiring
two keys is now guarded by a T-Rex,
backed up by a quartet of ahmets.
For an appetizer, shoot
the annoying bat, then pick up two
stashes of uzi
ammo in the corners and head back to the
ledge in preparation for the main course.
You may be tempted to try and kill the T-Rex from up here, but it won't
work. You need to slide down to the
valley floor (from the S end) and engage it from up close. A gut shot from the revolver or the shotgun
usually does the trick. If you're
fortunate, it will leave behind T-REX'S PLATE where
you can see it (I found it next to its hind feet). If its body hides it, you'll have to save and
then reload (upon reload, the carcass is gone but not the artifact). Three of the ahmets
will arrive in short order, the fourth one lagging behind a bit, so dispose of
them all in these relatively wide-open spaces.
When all is quiet, go
W, then N and insert the Gold Key and the Rusty Key in the appropriate
receptacles. The door between them
opens, so go inside and insert T-Rex's Plate in the receptacle to your left. The door to your right opens. Enter and pull down the central wall
switch. A door opens in the N wall. Run up the ramp to end the level.
PART 5
- ENGLAND LEVELS
Walkthroughs by José
Note: These levels
are interrelated and should be played as a unit.
Level 16: THE KNIGHTS CASTLE (1st time)
Drop into the pit and
pick up the flares; move the pedestal to
its place in E wall to open the trapdoor at the SW corner; drop there and shoot
a bat. Approach the slope in the NE
corner, face W and jump back and forward to reach the high jumpswitch
to open the next door. In the main room, shoot the knights
and pull the timed switch in the NE corner to open the far door in the W wall;
quickly sprint there but stay in the entrance, right hand corner (spikes) so
the door re-opens and you can jump to the central safe ledge and to the high W
opening. In the next room with wide stairs, turn left and drop into a dark hole
to pick up SECRET #52: a small medipack. Go back
to the stairs, shoot the baddy and pick
up his shotgun shells; continue through
the N corridor and in the next room shoot another baddy
who will drop uzi clips.
In this large room go
to the corridor in the S wall, turn right and use the switch there to open a
door in the E wall near the entrance (and release two knights, too). Once the knights are gone,
pull/push the moveable block so you can climb it and reach the high ledge in
the N wall; run clockwise and when you're over the flat ledge in the S wall,
approach its very NE corner and take a running jump in that direction to the
sloped pillar, slide/jump/slide/jump on the next one and a final jump with a
left curve (low ceiling) to grab the edge of the high S ledge. The door is open
here, so run S to the next level.
Level 17: THE SACRED CATHEDRAL (1st time)
At the other side of the
crawlspace take the W corridor (notice the closed metal door in the corner for
later). Drop and slide down the ramps to the end to get into the church. Shoot
the knights waiting for you there and
pull the N switch they protected, to open the door near the beginning. From the
blocks in the NW corner jump to the orange ledge in the W wall, from here to
the SE ledge behind the pillar and to the broken E pillar; jump to grab the
crack in the E wall and shimmy right until you reach a crawlspace. Climb the ladder
at the end and pull the switch in the S wall to open the trapdoor over the
hole; move the block in the corner so you can jump from the tile it was on to
the high S crawlspace; continue, shoot a baddy
(he leaves flares) and in the small room
with the wall switch shoot another baddy
(this one will drop the UZIS) and pull
it down to open the trapdoor in the corner. Drop there and you'll find yourself
near the very beginning, but this time the grated door is open.
In the next room
shoot another baddy and situate Lara on
the very SW corner of the tile where the candle is, but facing S; jump once
back and twice forward with grab at the end to land on a high ledge (keep the
jump key pressed after the first jump), but quickly drop to the ground floor to
avoid the falling boulder. Repeat the same previous maneuver to reach that high
ledge. Face N with the slope at your back, jump back and forward to grab a
climbable wall, jump back to the ledge behind and get SECRET #53: a small medipack and flares.
Drop to the ledge below. Now a tricky task awaits. Do
you see the spiked opening in the N wall behind the ramp in front of you? From
this ledge situate Lara in the very left corner facing N-NE, jump back and take
a running jump against the opening with the spikes (with no grab, but continue
running through the spikes). It's very hard, 'cause if you land on the left
side you'll die, and if you jump to your right you'll slide down the slope in
front of you. Try to adjust the jump very near the edge of the slope and turn a
bit right at the end of the jump, losing some health when running through the
spikes.
In the room with the
hammers, move the pedestal to the darker tile N and pull the switch to raise
it; move it to the center of the platform and the hammers will smash it,
releasing the first ANCIENT TABLET. The
high NW door is now open, and if you follow that path you'll jump to the
previous level.
Level
16: THE KNIGHTS CASTLE (2nd time)
Step on all four
raised tiles to open the door and kill a baddy
in the corridor; when sliding down the ramp at the end, you'll see a stone door
opening somewhere. Again in the main room of this level, shoot a knight and find a ladder in the back side of the
SE tall pillar; climb it to the top and behind you is the door you saw minutes
ago. In the next room with the small pool, kill a croc
and explore the underwater passages to find two more underwater rooms where
you'll alert two more crocs. Lure the
crocs to the first room and safely kill them. In the third water room where the
large door is at the end, turn right when facing the door and pull the
underwater lever at the end of the passage; quickly return to the first water
room to take a breath and see how one of the doors in the N wall is now open.
Before going through
that door, if you want the next secret look for an underwater lever behind the
pillar in the SW corner of this room; save your game for a timed swim and pull
the lever to open another underwater door in the next water room. Quickly swim
to the underwater door in this first water room; continue through the long
passage to the N, to the right (avoid the croc
on your way) and another long passage to the S; at the end swim up/left/down to
find the (hopefully) open door with SECRET #54:
shotgun shells.
Go out of the water
in this room and shoot the baddy on the W
ledge; shoot the croc and explore the
bottom of the pool to find uzi clips and a large medipack. Grab the monkeyswing
in the SE corner and go to the opening on the other side; go inside the
crawlspace, drop/grab the edge in the main room and shimmy a long way to the
ledge in the far dark SE corner. Take a running jump to the next W ledge and
run around the pillar and to the end to pull the jumpswitch
in the far S wall near the corner to see a trapdoor opening somewhere... but
where? Again climb the ladder on the back side of the SE tall pillar; in the
next well-known room with the small pool, jump into the water and swim through
the opening in the SE corner, and in the next water room look for a hole in the
ceiling near the broken pillar in the SW corner.
Light a flare to
discover a moveable block in the SW corner; pull it out and move it to the very
NW or the SE corner (for a secret); behind it is a second moveable block, pull
it out and place it in the room with the water hole; when you go again inside
the passage you'll find SECRET #55: MP5 ammo. Open the ceiling trapdoor to get access
to a boulder room. Time the first boulder and the second. Turn right and
approach the stone door in the S wall; it opens automatically and you can get SECRET #56: desert
eagle ammo (shoot a bat
there). Time the third boulder and take a running jump to the left side of the
third arch; quickly jump through the hole in the ceiling, grab the ladder in
the W wall, climb, shimmy to the very right, then take a "step" to
the left, hoist up and jump back, slide as far as you can before being impaled,
jump with a right curve and finally slide a bit backwards and jump back to land
on a safe ledge. Pull the switch there, slide down the ramp backwards and climb
down the ladder, timing the rolling boulder at its bottom. Exit the room
through the now open door in the NW corner.
Run down the ramp and
quickly to your left to avoid another boulder, shoot a rat and pull the switch in the NE corner to open
the door on the other side; shoot a baddy
and pick up the uzi
clips he drops, continue and you're
again at the top of the main hall. Jump to the ledge in front of you and pull
the switch to release a rope; use it to reach the opposite ledge and take a
running jump to grab the jumpswitch in the S pillar
to see an underwater door opening... You can imagine where it is... Yes! Again
climb the ladder on the back side of the SE tall pillar; in the next well-known
room with the small pool jump into the water and the door is the left one in
the N wall. Follow the underwater path and climb the E ledge in the next water
room; shoot the croc if you want and
climb the block in the corner with the switch. It's timed, so pull it, turn 45
degrees right and roll; take a running jump to the first pillar, hitting the
ceiling, a single jump to the next one and another single jump to the last,
where you'll take a running jump without stopping to reach the ledge in the
corner; quickly jump to grab the monkeyswing there
and you're safe; now swing to the S opening.
Save your game here
for another timed sequence. Start sliding from the very left side of the ramp,
when touching the floor run without stopping to the switch to your left, pull
it, roll and run with a left curve to the switch in the other corner; quickly
turn left and run to the hole before being impaled. Pull the switch near the
trapdoor to open other trapdoors somewhere... But where?
Jump into the water to return to the timed fires room; dive through the opening
in the NW corner (lure the croc near the
ledge if you want to dispatch it) and climb the pillar in the NW corner, jump
to the next S pillar and to the E one. In the next room, shoot the knight and move the pedestal just over the
adjacent tile after the marked tile under the hammers; face S and push the
pedestal once over the marked tile and quickly turn left and jump to the
opening behind the hammer to get SECRET #57:
uzi clips and grenade
gun normal ammo. Pull the switch to move the hammer and quickly go
out (you can re-use the switch if necessary) and get the second ANCIENT TABLET.
Make your way back to
the main hall where the tablets must be placed. There are two ways: once in the
first water room, 1 - through the N underwater door and monkeyswing
in the next room or 2 - go to the second water room through the trapdoor in the
ceiling and to the three boulders room. Anyway, place the tablets in their
receptacles and advance to get back to the sacred cathedral level.
Level
17: THE SACRED CATHEDRAL (2nd and last time)
Follow the path all
the way to the very end and you'll find yourself in the church again. Grab the monkeyswing, advance timing the fires a long way to the other
side of the church and finally drop onto the S ledge below. Pick up the uzi clips in the SE corner and cross the nearby open
door in the E wall. In the red pool room, shoot the croc,
jump into the water and look for four underwater levers: two in the NE corner,
another one in the SW corner and the last one in the S wall. Swim back to the N
side of the pool and climb the NE ledge, be sure to have full health, grab the
crack in the E wall and shimmy a long way to the left (use the "0" or
"9" keys if necessary when shimmying to replenish the health bar);
once at the other side shoot that nasty baddy.
Now go to the alcove in the SW corner and push a moveable block twice S, once W
and once S in the small alcove; now you can move the block in the NW corner out
and aside to get SECRET #58: flares and the SHOTGUN,
shooting the vases first.
The Red Gem
Go back to the pool
and take a running jump to the N high ledge, shoot a bat and pick up the uzi clips
the baddy dropped; from the right stairs, duck and crawl to reach the alcove
with the switch, pull it to hear a trapdoor opening. Go out, jump into the
water and dive through the W open trapdoors. Inside you'll find a hole in the
ceiling and a small room with a switch to dry the previous room and the pool;
in the previous room pull the moveable block in the SE corner to find an ANCIENT TABLET behind it. When you pick it up the
trapdoor above opens; climb there (take a standing jump diagonally W-SW from
the previous tile), pick up the flares and
climb the ladder at the end to reach the upper level above the pool. Take a
running jump to the S ledge and use the Ancient Tablet there to open the big
double doors, shoot the knights and pull
the switch to see a screenshot of a RED GEM
at the bottom of the pool. Pick it up and make your way back to the church.
The Yellow Gem
Now run W and jump to
the opening in the SW corner; jump into the water and pull the underwater
switch in the S wall to open the door on the opposite side; swim there and
you'll get access to the first floor, pull the switch, pick up the shotgun shells and shoot the baddy. Now take a couple of running jumps around
two corners (grabbing the edges if necessary) to reach the E ledge (there's a small medipack on the S
ledge); jump and climb the S ladder to the second floor. There's a switch on
the W side of the ladder to dry the pool at the bottom; pull it and make your
way to safety drop to the very bottom, where you can pull a block in the W wall
to reveal a new passage. In this room with another pool, shoot the vases on the
other side to reveal the spike traps in the water; carefully swim to the S side
and pull the underwater switch to open a door on the first floor. Go there,
shoot the baddy and move the pedestal
onto the dark tile in the corner to see a trapdoor opening at the top of the
room. Go there the same way you did before (via the open door at the bottom,
etc.) and climb down the ladder in the central structure with the chandeliers
to get the YELLOW GEM. Make your way
back to the church.
The Green Gem
From the opening,
take a running jump to the E ledge, turn right and climb the ladder; shimmy
right around the corner and jump back to land on the W high ledge. Shoot a bat and run to the very N end with another opening
to your right. In the next room (there are shotgun
shells in the NW corner) shoot a bat and
a croc before jumping into the water to
pull an underwater lever in the S niche; this lever opens a door on the
opposite side and also releases another croc.
Once the path is safe, swim N to another pool room; look for another underwater
lever behind the N pillar to open a door above and release another croc. Go out of the water W, shoot the croc and
take care of another nasty baddy on the
high ledges. Grab the monkeyswing in the SW corner to
reach the ledge with the large medipack;
from here you can take a running jump to the E ledge and shoot a rat. Go through the open door and take a running
jump S-SW to the niche to your left; from here grab the monkeyswing
and go S to the last niche; pull the switch there, return to the first niche
where the door is open now and shoot a knight.
Move the pedestal to the marked tile near the N wall to open the door and a
second pedestal to the other marked tile to see a trapdoor opening in the pool
room. Make your way back there and climb the ladder. Once on the upper ledges,
pick up the uzi clips the baddy dropped and pull the jumpswitch on the N side of the central pillar: the last
door in the high niches is now open. Make your way back there (monkeyswing, E opening...) and pull a switch in the corner
to reveal the GREEN GEM on the central
ledge. Make your way back to the church, shooting a couple of baddies on your way.
The Blue Gem
From the exit, go
left and when you reach the first corner turn right and take a running jump E;
climb the N ladder and shoot a knight. In
the room with the hammers shoot a baddy
on the other side first and pick up his desert
eagle ammo; pull the block and use the switch behind it, time the N
hammer to jump into the opening in the N wall, climb the ladder and drop into
the water hole, dive through the S hole and finally when you drop onto dry land
shoot a baddy and pull the switch to see
an underwater door opening in the previous water room. In the room to your left
you'll find flares, and in the room to
your right you'll find a rat and a wall
switch in a corner to open the exit door. Go up the ramp and at the end of the
path you'll find a switch to reveal the Blue Gem in a water room. Continue to a
familiar room and exit through the NW opening; in the water room be quick when
picking up the BLUE GEM 'cause of the
falling debris; also there is a baddy
shooting from above. Hoist up from the ceiling airhole,
shoot that nasty baddy and pick up the MP5 ammo
he drops.
Go back to the church
and place the gems in their receptacles (high ledges in the E and W walls),
shooting some bats. The high door in the
S wall is open now; go to the N side of the church to grab the monkeyswing and time the fires as before to get there
(there is a rat on ground floor in case
you want to use the grey block to reach the monkeyswing).
Pull the switch in this small room and watch the flyby; swim out of the room
with the switch but don't go where the camera shows, but near the exit of that
room look up at the ceiling for air holes in the sides of the monkeyswing (beware of the croc).
Climb the ladder, slide and move the block in the NE corner to the SW corner;
climb the high ledge and return to the Knights Castle level.
Level
16: THE KNIGHTS CASTLE (3rd time)
Time the first
smashing pillar and run through the right passage when the second goes to the
left, shoot the rats and pull the switch
to see a large underwater door opening in a place you've already visited. Safety drop through the hole and make your way to drop to
the ground floor in the main hall (I jumped to the W ledge). Again, climb the
ladder on the back side of the SE tall pillar, slide to the first water room,
through the underwater passage in the SE corner, through the S underwater
crawlspace and find the open door to jump to the next level.
Level 18: UNDERWATER COMPLEX (1st and last time)
Dive through the crawlspace to your right and take a breath; drop into
the E pit and through the hole in the corner, shoot the rats, go through the next water hole and pull the
lever at the end; back to the room with the dead rats, move the block so you
can go up to the first pit. Climb the E ladder and jump back to the ledge
behind; jump into the W pool and swim through the crawlspace to the starting
room, turn right and see the trapdoor you've opened with the lever. Beware
'cause the fan creates a deadly current, so quickly swim to the small opening
in the S wall, continue E (notice the closed trapdoor in the hole above) and N to
the other side of the fan and finally to the E passage, taking care of the
blades, to pull the lever at the end (forget the large
medipack if you're not very fast). Now a
very tricky task comes 'cause you must swim back the way you came to the
passage with the now open trapdoor, but the current is very strong here and it
won't be easy. This can take several tries, so save often. Try to enter from
the very right side of the crawlspace with a 45 degree angle.
In the new room climb
the pillar in the SW corner and shoot a bat,
jump to the ledge with the ladder, climb it and jump back from the right side.
At the end of the long crawlspace jump to the S ledge and shoot a bat and a baddy;
pull the switch where the baddy was to flood the room; jump into the water and
pull an underwater lever behind the pillar in the NE corner. Your tasks here
are done, so make your way back to the starting room (try to swim on the very
right side when you reach the N side of the fan), through the underwater
crawlspace and to the room with the long ladder in the E wall. This time climb
it almost to the top and jump back with a twist to grab the edge of the highest
ledge, there is an open door on the S side of the catwalk and you can move the
block to the other side to use the high switch, take a running jump to the W
ladder and climb to get access to the complex.
Go out of the water
and shoot a couple of crocs; dive to the
SW corner to find an opening with SECRET #59:
flares. Now swim to the lower part of
the central building from the N or S side, there is an underwater lever on the
N side of the S pillar, pull it and go back to the place where you got the
secret moments ago to see that a trapdoor is now open. Jump to the opening in
the S wall, avoiding the rolling boulder; go up the ramp and safety drop in the
hole to your right; time the first smashing pillar, go through the passage to
the left of the second one and pull a block once; go back to the place where
the block initially was to find a switch, pull it to lower a block at the top
of the stairs. Go there and jump to the hole in the ceiling, push the block
with the shield twice and the next one to your left twice too; now push this
last block W so you can pull a third block in the NE corner out and aside;
finally push a last block in the passage behind to the very end: you're now
near the entrance of this cave. Climb the moveable block and jump to the high W
opening, time the blade and pull the switch at the end to open a door outside.
This door is in the
NE corner structure, go there and up through the hole in the ceiling to its
top. Climb the N pillar and go up the ramp to a broken pillars room. Shoot the rat and situate Lara between the two N sloped
pillars facing W and against the W one; jump back and forward to grab the edge
of the taller pillar, shimmy to the very right, hoist up and jump back with a
twist and a hard left curve to grab the edge of the ledge behind, shimmy to the
very left, hoist up and jump back to the sloped pillar behind you and forward
to a flat ledge. From here climb the N block and use the monkeyswing
to reach the other side; pull the switch in the NW corner, shoot a baddy and pick up the uzi clips
he drops; then use the monkeyswing again to reach the
S side of the room and take a running jump from the beginning of the slope to
grab the edge of the far W ledge. Go
through the open trapdoor, jump over the spike hole, pull the block in the
corner out and aside and pull the switch to open another trapdoor. Drop to the
ground floor and repeat again all the movements to go back to the place where
the first switch is; the trapdoor is now open and after a short swim with croc included you'll find a small room with two
switches protected by fire emitters. Time the fires and don't stop to watch the
camera when pulling the switches, but do sidejumps
left and right before the fires appear again.
Go back to the
trapdoor and pull the switch to see another trapdoor opening somewhere. Back in
the main room swim to the structure in the NW corner to find the open trapdoor
underwater. Climb the ledges and take a running jump to the E ladder, climb to
the top, turn around and take another running jump to the ledge in the NW
corner, a diagonal jump to grab the crack in the W wall, shimmy right a bit and
hoist up in front of the opening. Save your game and run as fast as you can
down the ramp to escape the falling pillars; in the dark room, shoot the knights and light a flare to discover three
switches in the walls to raise the central block. Climb it and follow the path,
walking slowly through the spikes, and sprint again like fool to avoid more
falling pillars; don't worry if you fall into the water at the end, a block
will rise and you can climb the ladder to pull the switch at the top.
Finally, go to the
last structure you've not visited yet in the SE corner and climb the ledge;
position Lara in the very SE corner of the tile, turn around and face NW, jump
back and when sliding jump with a hard left curve to land on the flat ledge at
the other side of the pillar; turn around and jump to the top, but don't go
through the open door yet: jump to grab the crack in the E wall and shimmy
right to get SECRET #60: grenade gun ammo. Go back the way you came.
Follow the path and shoot a baddy on your
way; in the room with the ladder and the fires, I simply ran off and fell
into the water while burning, losing some health. In the next room pick up
the desert eagle ammo in the corner and
climb the central ledge, continue climbing and jumping, through the crawlspace,
shoot the rat and pick up the MP5 ammo in the niche at the end. Push the block
and take a running jump to the ledge in the corner, turn around and jump to
another crawlspace, pull the switch at the end and return to the previous room.
Drop onto the ledge below and make your way all way up like you did before to
the ledge in front of the second crawlspace; jump to grab the crawlspace above
and pull the switch inside to dry the previous room. Safety drop to the very
bottom and use the switch there to open a trapdoor somewhere. Go back to the
main room the way you came.
That trapdoor is on
the N side of the central building, underwater; inside the building shoot a
couple of rats and move the block in the
corner so you can climb the high E ledge. Take a running jump to the W opening
and go outside, keep moving and jumping in an anticlockwise direction until you
reach a high ledge where you can push a block once. Go back inside the building
and this time climb the high ledges in the W wall and take a running jump to
the block you moved minutes ago. From here you can climb even higher through
the opening in the ceiling, shoot a baddy
and pull the switch at the end. Safety drop to the
room below and pull the switch behind the S crawlspace to stop the big fan.
Perhaps you don't recognize this place, but you're actually at the very top of
the room with two large ladders near the beginning. Jump into the water and
find SECRET #61: shotgun ammo in an underwater niche near the top
of this room.
Swim back to the room
with the big fan and through the left low crawlspace you used before. Once on
the other side (you can pick up the small medipack now if you want), look for a high
crawlspace near the fan in the S wall, use the slope to grab the monkeyswing in the next room and get SECRET #62: a large medipack and ammo
at the end. Go to the other side of the fan (use the intermediate room to take
a breath if necessary) and dive through the hole under the fan to a room with a
knight; climb the ladder and save your
game before sliding to a certain death. First pull the switch in front of you
and quickly roll and run with a right curve to pull the second switch in the
corner; if you're fast a trapdoor opens at your feet and you'll fall in the
water room below. Pick up the COMPLEX KEY
in the NE corner and follow the path back the main room; the keyhole is on the
S side of the central building, you only need to climb the ledge there and use
the key to open the big underwater doors on all four sides of the central
building; dive there and through the big hole in the floor to finish the level.
Level 19: DUNGEONS OF THE COMPLEX (1st time)
Shoot the rats and go up the W stairs, climb the ladder in
the SW corner for desert eagle ammo.
Drop into the pool and quickly climb the SW ledge to shoot the croc; use the monkeyswing
to reach the SE ledge and jump to the crack in the N wall, shimmy right to the
end (if you get problems in the corner, just release the "Ctrl" key
and quickly grab the edge), go through the crawlspace, climb the ladder and
shoot that nasty baddy. Push the button
in the E wall and pick up the small medipack and the MP5
ammo on the ledge with the corpse. Jump into the water and through
the W passage you can return to the top of the stairs. This time you can drop
onto the raised trapdoors and take a running jump to the E side, climb the
ladder and shoot another baddy there.
In the junction go
left first and in the pool room, take a running jump N to the flat ledge and to
the switch; pull it to open the underwater door; swim there and in the room
with the rotating blades pull the switch in the niche to your right to open the
S door. Continue and pull the block twice so you can crawl over it to the other
side of the corridor; kill another baddy
and pick up the small medipack he
drops (notice the key under the fan for later). In this second room with
rotating blades climb the ladder in the corner and from the high niche take a
running jump to the ledge in the E wall and quickly push the block and pull the
switch inside to open the trapdoor at the bottom of the room. You can get the uzi clips simply by ducking and crawling. Drop to
the ground floor and time the blades to go through the central hole, and at the
end of the crawlspace pull the switch to open another door in the underwater
room with the first rotating blades. Go back there and through the W passage;
take care of the croc and shoot the door
in the corner, shoot the damned at the
top of the ramp and light a flare to discover a moveable block in E wall; pull
it out and aside and continue.
In the room with
swinging hammers jump to the block to your left (or right) and take a running
jump to the central bridge, grab the monkeyswing on
the right side and the ladder at the end, shimmy to the corner and do a backflip with a twist to grab the edge of the ledge behind;
pull the switch in the alcove to stop the fans and now you can jump into the
water and pull the underwater lever to raise a block in the big pool room. Exit
this room through the passage behind the fan and make your way back to the pool
room. From the raised block you can take a curved running jump to the upper
part; shoot the rats and pick up the goodies in the corners; shoot the grey box and
press the button to stop the fan with the key. Before going there, go to the SE
corner, light a flare and jump to the flat ledges to find another grey box,
shoot it and use this new button to get a secret later.
Make your way back to
the fan with the key below and crawl to pick up the DUNGEON
KEY. If you want you can drop into the central hole in the adjacent
room and at the end of the crawlspace you'll find the fans are stopped there
and you can crawl to get SECRET #63: flares. Make your way back to the pool room and
to the junction.
Let's explore the N
route now. In this new pool room, kill the baddy
and the croc in the water too; jump into
the water and swim through the passage in the NE corner; at the end, move the
block in the NE corner to the marked tile in the SW corner; now use the monkeyswing to reach the crawlspace near the entrance,
shoot another baddy and pick up a second DUNGEON KEY. Go to the entrance and take a
running jump to the first block with the fire (you can safely stand up in the
corners), jump to the sloped pillar and to the ledge with the switch, which
opens a trapdoor at the bottom of the pool. Swim there and go E first to a room
with a small pool; climb the pillar in the corner, jump to the ladder, shimmy
around the corner and climb to the top. From the top turn around and take a
running jump to the other side; use one of your Dungeon Keys to open the door
and time the smashing pumpkins and pull the switch at the end. The way back is
harder, 'cause you need to sprint from the beginning and be careful to stop
before the last artifact. In the room with the red keyhole, take a running jump
to the ledge with the ladder and from here another running jump S-SE with grab
at the end to the pillar with the large medipack to get SECRET
#64.
Again into the water
and now swim directly to the other side where the trapdoor is open now. Go W
and press a button in the right wall to open a door in the pool room; now N to
kill another damned and notice the stone
texture at the center of the room is a fake, so you can drop and pull the lever
at the end of the underwater passage to open a door in the previous rooms; go
back there and in the next room is that open door. Follow the path to the pool
room, and from the right side of the ledge slide and jump at the last moment to
grab the edge of the second block with fire; from here you can jump to the
ledge with the rats and get two stashes
of shotgun shells, shoot another grey
box and use the button; go to the far E side of this ledge and take a difficult
running jump to the flat ledge in the brown stone to get SECRET #65: desert
eagle ammo inside the crawlspace. Jump into the water and go to the
entrance of this room, climb the W block and take a running jump to the door
you opened some time ago; drop into the hole, shoot the baddies and pick up their uzi clips.
Move the block in the W side of this room to the N under the marked tile with a
circular picture you can see in the ceiling, to stop the fan in the center of
the room, and pick up a new DUNGEON KEY.
Move the block to the SE corner of this room so you can exit, and go back to
the pool room.
No more to do here,
so make your way back to the junction and to the starting room of this level.
Use the Dungeon Keys to open the S door. In the next room shoot the bats and go through the crawlspace in the S wall,
shoot more rats and pull the switch at
the end to open the door and return to the previous room. A baddy has opened the door on the opposite side, so
dispatch him, pick up his SHOTGUN and
jump into the water hole. At the end of the passage, turn right and right again
through the opening in the NE corner; continue diving up and in the room with
four brown doors shoot a bat, press the
button and shoot the rats, pull the
switch to open the next door, shoot the baddy and
press the button to open the next one; here you must time the fires so you can
pull the switch behind, but it's not as easy as it seems. What I did was save
the game in front of the fires and hopefully when I reloaded I had a couple of
seconds to jump to the other side; the same for the way back. In the last door,
slide down the ramp and press a button to open a door in the room with the
cage, continue and shoot a damned, climb
the ladder and go back to the room with four brown doors.
Now jump into the
water and return all the way back to the room with the cage (avoid the croc), shoot another damned
there and climb to the high open door, shoot the knights and move the block under the SE pillar to
the W wall so you can use the switch there to open the door in the corner and
press the button inside. Go back to the previous room and shoot another damned, to the W room, to the water hole and swim
E to the next underwater room, around two corners and find an open door in the
W side of the central building. Pull the lever there to raise the cage and go
back there to pick up the CASTLE PEAK KEY.
Back in the starting room, use this key in the N keyhole and advance to change
to...
Level
16: THE KNIGHTS CASTLE (4th and last time)
Jump into the water and
shoot the crocs from the E ledge below.
Jump to the W ladder and shoot the baddy inside,
pick up the large medipack
and in the W side turn around, drop/grab the edge and shimmy left to
a niche with a switch which opens a trapdoor somewhere. If you want the UZIS and MP5 ammo,
you can shimmy back to the first opening, drop, grab
the crack below and shimmy left to a crawlspace. Once in the water, explore the
S water channel to pick up the GOLD STICK.
On the W side of the central building there is an underwater crawlspace; swim
there and climb the ladder at the end to find the trapdoor you opened minutes
ago. Pull the switch in the corner and jump into the water channels; the open
door is on the N side of the building.
Shoot the baddy and pick up the flares
he drops, jump into the water hole and pick up the GOLD
STAR at the end. Now go again through the underwater crawlspace on
the W side of the central building and up the long ladder, to the opening at
the end and drop onto the ledge below, through the crawlspace and jump N-NE to
the small bridge. This time climb the ladder to the very top, shoot the baddy and pick up his uzi clips;
combine the golden pieces to make the CASTLE SYMBOL
and use it in its receptacle to open the door and be prepared for the final
battle. After the flyby, if you run around the perimeter of the room some doors
open and you can pick up ammo and medipacks in the
alcoves if you need them; use the uzis all that you
can to patiently kill all the knights,
one of them will drop the RUSTY KEY when
he dies; use the key in its receptacle in the N wall and the central block
lowers, showing you the last ORB OF LIGHT (CASTLE).
Pick it up and the exit door in the W wall opens, but also the door
in the NW corner; go through the crawlspace there to get SECRET # 66: grenade
gun ammo and uzi
clips. Now you can slide down the ramp
to finish this loooong level.
Level
19: DUNGEONS OF THE COMPLEX (2nd and last time)
Run straight ahead to
finish this level and the England levels.
December - 20 - 2011
Part 6:
UNDERGROUND LEVELS
Level
20: CHAMBERS OF THE LOST CRATER
Walkthrough by Phil Lambeth
Walk
forward to the edge of a gigantic slope.
Jump SW so that you slide down the right side, with your shoulder
against the wall. You'll come to a stop in
front of a crawl space. Crawl inside for
SECRET #67 and pick up the shotgun ammo.
Crawl back out and slide all the way down to the floor. Run forward and pick up the small medipack. The NE face block supporting the column is
moveable. Push it W to reveal a crawl
space. Enter it and crawl down a long
distance until you can stand up on a ledge.
Kill the baddy to your right and
pick up his uzi ammo.
You
appear to be at an impasse, with a shallow lava pool far below and an opening in
the far wall that seems impossible to reach.
However, there's an invisible platform in front of that dark splotch on
the right side of the wall, which you can see if you light a flare. Reach it with a running jump, then take a running jump NW to land in that opening in the
wall. Push the face block at the end of
the passage to reveal a crawl space.
Enter it and drop down the other side onto a platform in another lava
room. Turn around and take a standing
jump SW to the near edge of the block when the flames are about to go
down. In a continuous motion, take a
running jump onto a ledge in front of a closed face block. Stand at the SE corner and face the next
block. When the flames are about to go
down, take a running jump to it and continue with a running jump to the lower
ledge (use the action key to glide down onto the ledge, being careful not to
grab the upper ledge, which you don't want to do yet).
Enter
the crawl space in the S wall and emerge at the other end on a ledge facing two
flame-blowing heads. Choose either one,
and take a standing jump to the platform when the flames subside. Continue with a running jump and grab to the
far wall and pull up. You've attracted
the attention of two Tinnos wasps from deep down in the pit, so pause to kill
them before proceeding. Head up the S
passage and crawl underneath the circular blade trap. Enter the SW passage and pull down the wall
switch to open one of the doors back in the lava room. Make your way N back there and shoot a baddy up on the W ledge. There's another baddy
on the ledge above you, but you can't shoot him from here. Time a standing jump NW to the block and a
running jump to the lower ledge, then draw weapons and
turn quickly to take out the second baddy.
You
now need to get onto that upper ledge, so time a running jump back to the block
and curve left to continue with another running jump to grab the ledge. Pull up and grab the MP5 ammo dropped by one of the baddies. Run to the NW end of the ledge and pick up
the flares. Go back along the ledge to the E wall and
enter the opened doorway there. There's
another one of those blade traps in the next room, but this one is turning
vertically. Time a jump into the SW
alcove and pick up the large medipack. Get back out and enter the SE passage. Pull down the wall switch to open another
door in the lava room. Return there and
enter the opened S doorway. Shoot the baddy inside and take his shotgun ammo.
Pull back the moveable face block two times to reveal an opening in the
SW corner.
Enter
and jump into the water. Swim under the
dart traps and pull out into a small but deep room. Kill the Tinnos wasp
and climb the ladder to near the top.
Take a rolling back flip and grab the opposite ladder. Climb up, pull up at the top and back flip
onto the slope behind you. Jump off and
grab a third ladder. Pull up into an
upper room and pull down the wall switch to open still another door in the lava
room. To get back down, climb down the
ladder until Lara is hanging by her fingertips, release and grab the ladder
below, climb down to the bottom and drop to the floor. Swim back to the lava room, remembering the
dart traps, and turn right when you reach the ledge. Follow to the NW opening and pull up
inside. Run down the ramp and climb down
a long ladder. Shoot a Tinnos wasp in the passage below and follow to a dark
end.
Pull
up into the bottom of a deep pit and go as far as you can toward the NE
corner. Take a standing jump up to the
left side of the flat opening next to the N wall. Enter the passage and hop down to a lower
area. Crawl E and follow until you can
stand up. Time a jump across a
flame-blower pit and follow to engage a baddy. Pick up the desert
eagle ammo he drops and continue through the N crawl space. Emerge in a new lava room. Jump across and pull down the wall switch to
open a face door in the room where you began this level. Jump back across and retrace your steps back
to the deep pit. At the entrance, stand
facing the E wall and jump up (using only the action and up arrow keys) to grab
the crack in the wall. Shimmy left to
the far corner and release. Take a
curved running jump W and then another running jump N to land in front of a
crawl space.
Follow
the passage and save your game in front of the wall switch in preparation for a
timed run. It may help if you light a
flare just before starting. A block
lowers elsewhere when you pull the lever, so hit the look key, reverse roll and
crawl through the low passage. Slide
down into the hole in the floor of the pit, roll when you hit the bottom and
run along the passage to the ladder (using the sprint key during that final
stretch). Climb up with maddening
slowness and save again as you pull up.
Sprint up the ramp until you reach the entrance to the lava room. Turn left onto the ledge, turn around at the
highest point, hop back and hit the action key as soon as you clear the edge to
glide onto the lower ledge. Run forward
through the timed opening and crawl inside for SECRET
#68. Pick up the GRENADE GUN and the grenade
gun ammo and get back out.
Stand
at the SE corner of the ledge and take a running jump to the near corner of the
block when the flames go down. Hop back,
grab the edge, shimmy left to the corner and pull up. When the flames go down, take a running jump
NE to the near corner of the next block.
When the flames subside there, take another running jump NE to the
platform and pull up into the N crawl space.
At the deep gap, take a curved running jump SE to the invisible platform
and then a running jump E to the other side.
Crawl up the ramp and return to the beginning room. Enter the S opening and come out to a new
area where you're greeted by a Tinnos wasp.
There
are ladders in the N and S walls, but both are blocked at the top. Two spiked barrels are suspended high up in
the E wall. There are two buttons near
the entrance as you face the W wall.
Push them both to lower the face block behind you. Reverse roll and locate the button revealed
by the lowered face block. Push the button,
hop back and jump forward as three spiked barrels are released, one of which is
approaching you from behind. Shoot the Tinnos wasp and look up to find that the S ladder is now
free for use. Climb it and pull up into
the dark passage. Light a flare, crawl
forward and emerge at an opening that overlooks a lava room.
Turn
around, hop back and grab the edge, and shimmy left. Pause at the flame blower below, then continue when the flames subside. Continue around the corner and repeat with
the second flame blower. Turn another
corner and pull up into the S opening.
Hmm, nothing happens when you try to push the face block, so hop back,
grab the edge and continue to shimmy left and around another corner. When you're over a
opening below, release on faith and grab an invisible crack in the wall. Release again to grab the
edge of the opening and pull up into the crawl space for SECRET #69. Hop down for a small
medipack and some shotgun ammo.
Climb the ladder to near the top and take a rolling back flip to land in
a dark passage. Run forward and crawl
through to an opening where you can drop back down into the spike barrel room.
Climb
back up the S ladder and crawl through the passage to the lava room. It's not easy, but you can take a running
jump with a left curve to land in the water hole below. Watch out for the circular blades and swim up
into a SW alcove. Pull down the
underwater lever to open a door at the end of the lower W passage and grab some
air on the way out. Follow the W
passage into a room with vertical circular blades. Swim past them, stopping along the way if you
dare for a large medipack
and desert eagle ammo, and enter the S
opening when you're past the blades.
Turn right and beware of the rolling spike barrel at the next intersection. Grab some air at the convenient breathing
hole.
When
you're ready to proceed, swim past the barrel and note to your dismay that
there are two more of them ahead of you.
When you get to the second barrel, wait until it rolls to your right and
swim quickly into the passage to your left and then swim up and turn around to
pull an underwater lever. When the coast is clear, swim back down and to your left. Swim past the third barrel and turn right
past the opened doorway and continue to a shaft. Swim up, surface and pull out N. Kill a Tinnos wasp
and look around to find that you're in a room with a decision to make. Ahead is a passage with a wall switch at the
end, to your right is a moveable face block, and to your left is a long ladder
leading somewhere.
Go
pull down the wall switch at the end of the N passage. A cut scene shows you what appears to be the
area you just left, but it's more likely a similar-looking area in the
beginning room. Next, enter the W
passage and push the face block two times to reveal a crawl space on either
side. Enter either one and remain in a
crouched position as you loop around the corner to your left or right. Stand up carefully to avoid the dart trap and
push the button on the wall. Crawl through
the opposite crawl space and turn left or right, as the case may be. When you push the second button you hear a
trap door opening somewhere nearby.
Crouch down and crawl W to the wall, turn to the inside (right or left)
and locate the water hole.
Jump
into the water and swim under the horizontal blade trap. Pull down the underwater lever in the small W
room and get a cut scene of what appears to be the same area you saw earlier,
but this time everything is flooded.
Swim back, crawl back and return to the hub room. Climb down the ladder at the end of the E
passage and pull up to an opening that overlooks a deep pit. Take a running jump and grab the SE block. Pull up, turn right and jump N to the next
block. Pull up and deal with a Tinnos wasp. Jump
to the W block, then jump N to the slope, curving to your right so that you
land and slide down backwards. Shimmy left as far as you can, then pull up and take a
rolling back flip with a curve to the right.
Grab the left edge of the NE block and pull up. Take a running jump and grab to the W
opening, pull up and kill another Tinnos wasp.
Step
forward and take an angled jump to grab the ladder in the N wall. Climb down and pull down the wall switch to
open the door to your left. Follow the
passage to an opening and climb down the ladder. Kill a Tinnos wasp
and walk across the dark valley floor to the N side. Take standing jumps up two slopes and enter
the N passage. Follow up the ramp and
around several corners to reach another ladder.
Ignore for now the sounds of a nearby enemy, climb up and shift left or
right to drop off into a small upper room.
You need to pull down two wall switches protected by flames. Wait for the flames to subside, side step in
front of the switch, pull it down and quickly side step back to safety. Repeat with the other switch. When you pull the left one, a block is raised
in the hub room. When you pull the
second one, a ledge is raised in the deep pit area, allowing you to return.
Climb
back down the ladder and kill the baddy who's been making all those rude noises. Run down the passage and return to the
smaller dark valley. Slide down, run to
the S end, jump past the cleft in the rocks and climb up the ladder. Run through the passage to the next ladder, climb
up, shift left and return to the opening that overlooks the deep pit. Jump to the block in the E wall, pull up and
jump to the S raised ledge. Pull up onto
the block ahead, jump to the next S block and finally jump to the opening in
the W wall. Hop down into the short
passage, climb up the ladder and return to the hub room.
There's
a ladder on the S face of the raised block.
Climb up to the top and jump to one of the side ledges, where two baddies roam.
When they're dead, crawl up into the SW opening and pull down the wall
switch at the end to open a door in the previous room. Go back, hop onto the raised block and jump
into the N opening. Pull down the wall
switch to your left to open another nearby door. Get back onto the ledge and enter the NW
doorway. Pull up higher and pull down
the wall switch to open the door above the N ladder back in an area you visited
early in the level. The door to your
right also opens, so refrain from jumping into the water hole in the middle of
the lava below. Instead, turn around,
hop back from the edge and shimmy right, past two flame blowers and around two
corners, and pull up into the NW opening.
Crawl
forward to a familiar area. Climb down
the ladder, cross to the other side and climb up the N ladder. Crawl inside and follow the passage to a hole
in the floor. It's a trap, so jump into
the hole, pull out on the other side, turn around, take
a step and a hop back. Take a back flip
to trigger a spiked barrel, run forward and jump over the hole. When the barrel falls into the hole, jump back over (if the barrel gets in the way, you can
lower Lara into the hole and side flip over the barrel) and continue up the
ramp. Emerge on a ledge overlooking the
previous room. Jump up to grab the
ceiling and monkey swing E across the room.
Release and drop down onto a ledge.
Pull down the wall switch. Either
safety drop from here or go back the same way you came and climb down the
ladder. Exit this area via the NW
opening.
Back
in the area where you first began this level, look W to find that the double
doors are open. Go inside and drop a
long distance into the water below. Swim
N along the passage and pull out at the end.
You're now ready for the grand finale.
Follow the ledge around the pit, going either left or right, until you
reach the ladder in the N wall. Climb to
the top, pull up into the alcove, turn around and take a running jump S and
attempt to grab the upper ledge. You'll
miss, but you'll land safely on the lower S bridge. There's a wall switch at either end. Pull down only the nearer one, the one in the
W support, which causes a lower set of platforms to rise in the walls behind
you. It also attracts a Tinnos wasp. Go
to the other end of the bridge, jump to the NE platform and make your way
around in a counterclockwise direction by jumping to each successive
platform.
When
you reach the last platform near the SE corner, take a long running jump to the
ledge over the S entrance. Grab, pull up
and run to the other end. Jump up to
grab the platform above, pull up and enter the S passage. Pull down the wall switch to lower the first
set of platforms, raise a second, and attract another Tinnos wasp. Stand at the edge and run off NE to land on
the ledge below. Take a running jump
slightly NW to grab the first raised platform along the W wall. Jump N to the next two platforms and take a
running jump slightly NE to grab the edge of the opening. Run forward and pull down the wall
switch. On the way back out, shoot
another Tinnos wasp.
Hop
down to the ground, climb back up the ladder and jump back to the bridge. Pull the W wall switch back up and pull down
the E wall switch. Make your way around
the room again in a counterclockwise direction and pull up onto the platform at
the W end of the ledge over the S entrance.
Enter the S passage and pull the wall switch back up. Go back to the edge and run off NE to land on
the ledge below. Jump W to safe ground
and run around the pit to the N wall.
Climb the ladder and jump S to the bridge. Pull down the W wall switch. Look around the room and you'll see that all
platforms are now raised.
Jump
to the lower NE platform and make another counterclockwise circuit around the
room. When you reach the W end of the
ledge over the S entrance, pull up onto the platform overhead. Take a running jump to the higher platform in
the SW corner, and from there take a tricky running jump, curving from left to
right, to grab the next platform. Pull
up and jump up to grab the ceiling. Monkey swing across the room to the E wall and release to drop onto
the platform there. Turn right
and take another tricky running jump, this time curving from right to left, to
grab the next platform N. Enter the E passage and pull down the wall switch to
release a number of spike barrels that had been hanging from the ceiling. A water hole is created in the floor of the
pit, allowing an escape route.
Step out onto the NW corner of the raised platform and take a standing
jump slightly to the right, curving to the left in midair, to grab the upper
platform in the N wall. Pull into the
crawl space and lower Lara down the other side.
Run forward for SECRET #70 and
pick up the flares and desert eagle ammo. Get back out, hang/drop from the W side of
the platform to the lower platform, hop down to the ground and engage four baddies.
Two of them drop flares and uzi ammo.
Slide down into the deep pit, drop into the water hole and swim along
the passage until you hit the finish trigger.
Walkthrough by Yoav
Let the water carry you to the exit hole, climb out and drop into the
next water hole. Take a short swim to
the next exit hole and climb into a cave. Go past the swinging chains and look
for a tall crawlspace in the E alcove. Climb inside and throw the switch to
open a door in the cave. Go through the door and you arrive at a place with a
very deep bottom (you will reach it soon). Carefully drop onto a square ledge
below and look for a keyhole E. Now take a jump S, grab the sloped wall and
shimmy, make a backflip/rolling jump to grab the
square ledge and climb the ladder into the top alcove. Slide E but jump/grab
immediately the ceiling, make a monkeyswing toward
the S wall, grab the crack and shimmy left, then drop/grab the ledge below and
pull into the alcove.
Throw the switch to open a door in the N wall, then
jump back to the N ledge. Time the swinging chain and reach the opening door,
follow the passage. Jump as far as you can W, grab the sloped wall and shimmy,
then make a backflip/rolling jump to grab the E crack
and pull inside the crawlspace. Reach the doorway and take a long jump to the
next N doorway. Kill the hornets and light
a flare to spot a movable block and push it inside until the end, then push
another block right next to you. Now push the first block E to create a large
space and spot another block and pull it back. Follow the opening you exposed,
collect desert eagle ammo. Just before
you enter the room, look for a high crawl space behind the N statue, pull
inside and drop into the water. Dive and
swim along the tunnel until you reach a small cave and climb out for SECRET #71: a large
medipack. Swim back, then climb up the ladder and crawl
out. Now enter the room and throw the
switch. Return back and go through the big hole you created to find the ULI KEY.
A monkeyswing will bring you back, then jump
to the W ledge, shimmy the sloped wall and backflip/rolling
brings you back to the earlier ledge with the keyhole. Open the trapdoor and
climb down the ladder and crawl, then climb up another ladder and follow a
short passage and kill a hornet,
eventually you find yourself above the beginning cave. Crawl into the E room
and light a flare, spot a switch and throw it, then kill a crocodile. Crawl back and locate a crawlspace NW,
drop down through the opened trap door and follow the passage, kill one more crocodile. Climb down another ladder, kill a soldier and get a screenshot of four giant dragon
heads. That's it; you finally reach the bottom, climb
down the ladder.
Feel free to explore this huge place, but sooner or later you have to
locate a ladder NE and climb into a crawlspace and pull there a switch to open
a face door somewhere. Deal with the giant mutant
and reach the NW ladder, climb inside the room with the face door you just
opened and pull another switch, kill some soldier
then collect the flares. Now stand next
to the face door, side flip over it, crawl and reach SECRET #72: flares and
desert eagle ammo. Take the tiny hole to drop back to the ground
and once again deal with a giant mutant.
Reach the far SE face door you just opened and pull there a switch, you get a screenie of an opening door... in the cave you came from.
Climb the W ladder and make your way to the cave, time the swinging chain and
enter the room, pick up the ULI KEY and
then return back.
Locate the keyhole SW and use the Uli Key,
pull/push out the block and place it W to enable you to reach the roof easily.
Pull the switch to open the blue door below and then take a long monkeyswing over the next roof. Pull the switch to open
another blue door below, then head E, jump the gap and follow the passage, kill
the hornet and jump the next gap toward
the roof. The NW ledge with the switch you will reach
much later, so ignore it. However, throw another switch to open a blue door
below and head S to locate a crack in the S wall. Jump/grab it and shimmy left
until you can climb up and stand SWW. Take a running jump over the last roof
and grab, pull onto it and throw there the switch. Now all four blue doors
are open.
Enter the S opened blue door and reach a short water tunnel with poison
darts. Take a monkeyswing into a room with closed
face doors and follow the E passage; but be careful, as you soon trigger a
spiked roller. Climb the sloped block from the far left side, then climb up the ladder into a cave. Spot a block and push
it inside until you expose a new passage with a ladder and a swinging chain.
Watch the spiked roller, then take a big medipack around the corner and the door next to
you opens. Now climb the ladder and at the top trigger another two spiked
rollers, move left and pull up but immediately grab the edge and hang to allow
you to shimmy left. Make a rolling backflip and grab
the ladder to climb up, then kill the hornet
and take a running jump over the gap. Go S and turn left, soon you'll trigger a
spiked roller but it's fairly easy enough to avoid. Run down and at the edge
turn around, make a backflip and jump forward to grab
the ladder, climb up and trigger more spiked rollers so quickly run into the
right alcove. Locate a crawlspace and crawl to a small room, collect shotgun ammo and pull the switch to open a face
door. Drop back to the gap place, slide down the slope and climb down the
ladder.
Don't leave the place. Just jump over the lying rollers at the hole and
locate the block you moved first and simply push it back into the cave and
place it onto the marked tile. Then climb onto it and reach SECRET #73, pick up shotgun ammo and grenade
gun super ammo. Now make your way over the face door you opened and
time the squishie block. Throw the switch to open
another face door and get back, enter the room and take the LORD'S DRAGON HEAD. Return to the huge place and kill two giant mutants.
Locate the W opening blue door, time the flame in the holes and reach a
big deadly water pool. By timing the burner ledges reach the W doorway and
enter a cave. Slide down S and with perfect timing jump onto the burner, take
two steps and jump over the ladder, climb fast while a hornet attacks you and drop onto a safe ledge.
Take a running jump S and follow the passage quickly while two lava walls start
closing on you and reach the deadly water pool from the other side. Once again
time the burners and reach the far ledge opposite the E doorway and take an
angled jump into the passage. At the small deadly pool, time the flame and
jump/grab the column wall, move around and backflip/roll.
Face SE and take a simple jump to grab the crawlspace, pull inside for SECRET #74 and collect MP5 Ammo. Note:
Crawling N to the end and then backwards is the only way out from here.
Again grab the column wall and move to the middle, take backflip/roll and grab the back wall and climb up, make a backflip/roll to grab the slope and shimmy right. Climb and
time the flame, jump into the alcove and quickly pull the switch to open a door
further along. Take the W passage and you are above the deadly pool. Use
binoculars to locate an invisible ledge and jump/grab it, continue jumping W
into a short passage to enter the room you just opened and throw the switch.
Climb up the new opening and kill the soldier,
then make a monkeyswing into
a room with the LORD'S DRAGON HEAD. Go through the opening door back to the
earlier place and take the W passage again, but this time jump down onto the
ledge, time the next burner to reach the N doorway and follow the earlier
passage to get back to the huge place.
Head to the N opening blue door and shortly jump into a tunnel filled
with water. Dive into an underwater main cave with three gaint
moving blades, several alcoves and closed doors. Locate and pull the lever in
the W alcove. Roll and swim into the S alcove and through the opening door in
the ceiling, swim up the tunnel and find an air pocket. Dive N and time the squishie block, at the end of the tunnel pull the lever and
swim back. At the main cave swim into the N tunnel and soon you will reach
another cave. Surface E and stand in the shallow water against the wall at the
N side, pull up into the upper cave, spot a block and pull it back. Jump to the
shallow water and climb up S, jump to where the block was and
locate a triangular crawlspace. Inside the room throw
the switch to open a door and swim back to the main cave. Swim W into another
cave and dive to the bottom, look for a lever in the W alcove. Roll and swim
back to the main cave and swim into the N tunnel again, reach the cave which is
now flooded. Swim E and locate a hole in the ceiling, pull up into a short
passage and drop into the next hole. Dive and pick up LORD'S DRAGON HEAD. Return and swim through the W opening door
back to the main cave, and then back to the huge place.
Enter the E opening blue door and step on the trap door. Drop down and
slide few tunnels, then climb a long ladder and kill the hornet at the top. Ahead is a deep place and you need to reach the bottom safely. Take a running jump over
the NE breakable ledge and with more jumps over the block and grab. Pull up and
quickly run/jump to the next block while part of the ceiling collapses. Jump
over the next two breakable ledges and finish with jumping onto the last block.
Drop down to the block below and jump to the ground. Head over the ladder and
climb up, then follow a long tunnel, kill a hornet
and pick up flares on your way and
finish in a room. As soon as you take the LORD'S
DRAGON HEAD an earthquake begins. When you follow the tunnel back
you have to jump over a lava gap and watch debris from the ceiling collapse. At
the exit doorway, take a long jump over the NE wall, slide a bit and grab, then
shimmy until you can climb up and jump over to the NW safe ledge. Jump back to
the block and take one more jump to grab the ladder and climb up. As soon as
you go through the doorway you trigger off the earthquake, then
make your way to the huge place.
Now that you have all four Lord's Dragon Heads, it's time to place them
at each head to open the center trap door. Drop into a tunnel and let the water
carry you to the exit hole. Climb into a room with four receptacles for your
Orbs of Light that you're still carrying after a long time. When you're done
placing them a door will open and you finish the level.
Level
22: TEMPLE OF THE SACRED EMERALD
Walkthrough by Yoav
Follow the passage and look for an alcove, climb up and pull the switch to open
a trapdoor nearby, then drop through and crawl. Climb up
the ladder and backflip into another passage, kill a soldier and take his MP5,
then climb the next ladder and you'll reach a switch that will open a face
door. Face W and take a jump as far as you can through the hole, enter the
temple and catch a flyby. Head S and drop directly into a pool, locate and pull
a lever S, then climb out. Climb the raising block and jump over the W
ledge. Continue with a running jump to
the N ledge, then grab the crack in the N wall and shimmy. At the alcove take a
running jump SSE over the next ledge and make a monkeyswing
over the doorway. Follow a short passage into a room and kill the soldier. Once as you pick up the OCEANIC MASK a face door will open. Reach a room
with three switches and flames, time each flame and quickly throw those
switches, a ceiling trapdoor will open. Pull up and climb a tall ladder, then
drop through the next hole and you're back at the temple. Locate a receptacle E
for your Oceanic Mask to open a door in the beginning room.
Go through the opened door into a room and deal with three soldiers.
Collect the GRENADE GUN, shotgun ammo and an OCEANIC
MASK. Take a look around the room; there are five receptacles, one
goblet and several closed doors. First, place the Oceanic Mask in the E
receptacle to open a door next to you and follow the passage. Find yourself on an
upper ledge around the temple with four different ways you have to go.
Take the nearby crawlspace and reach a cave with deadly water, swinging chains
and two squishie blocks. Here you have to consider
the chains/squishie blocks and take a challenging jump
over the ledge with continued jumping over the next ledge and save. Then time
only squishie block and stop it far from the switch
by stepping on the face tile. Now jump over the ledge and throw the switch,
then jump back to the S opening. Reach the second switch in the same way as I
described. When you've finally made it a face door N has opened. Jump into the
opening and you'll trigger a spiked roller so quickly run into the alcove, then drop into a water tunnel. Swim into a flooded large
place with a center structure, keep swimming into the structure to collect MP5 ammo and a small medipack, then exit.
Dive into the hole in the ground and swim the tunnel into a cave, collect desert eagle ammo and exit through the ceiling hole. Stand against the slope and jump to the niche and you
have to avoid the spiked roller.
The next jump
is tricky and the key to success is by taking a running jump with right sharp
curve. Then jump the last niche and pull up, turn around, jump/grab the ladder
and climb up. Do a backflip into an alcove before the
moving blade hits you and throw the switch. Now swim back to the structure and
locate a lower opening door NE, inside you have to
pull a lever surrounded by three moving blades. Swim out and you have a crocodile for company, keep swimming into the
structure through the high doorway, take a left and look for an opening
trapdoor. Dive through it and pull a lever at the alcove and get a screenshot
of a raising block. Once at the raised block you notice that the water level dropped.
Run and jump over the roof, grab and pull up. Head E, pull up through the hole
in the ceiling and drop into a tunnel, dive and swim along the next tunnel.
Pick up the ELEMENTAL RELIC lying on a blue tile and exit through the lowering
block. Reach the roof again, but this time pull up
through the ceiling hole W. Return to
the lava room and take a curved running jump to grab the ledge facing the
paused squishy block. Get across to the
other side and jump to the S opening.
Return through the crawl space to the ledge overlooking the temple
area.
Turn rignt and take the NE passage. Slide down and lower Lara down over a small
deadly water pool. Be ready to jump forward to grab the crack and shimmy. Drop
onto a safe ledge and take monkeyswing over the next
deadly water, then drop/grab the edge and pull up. Climb into a room and kill a
soldier, then
throw a switch at the left side to open a face door from the right side. Keep
climbing up to the top room and exit S to reach a big place filled with water
and several burner ledges. Get rid of two crocodiles
and swim NE to locate and pull a lever that will turn off the first burner.
Once back at the W ledge, jump over the S block and pull a timed switch to turn
off the center and NE burners. Roll and take a running jump over there and
reach the E safe block, take one more jump to the S block and save. Pull the
timed switch to open a tall face door and jump as far as you can into the
water. Swim fast and climb the lower ledge, then backflip
and turn around, take a running jump N, grab the block and quickly pass the
opening door. Follow the passage and drop into the hole for the ELEMENTAL RELIC, then climb out and return to the
temple ledge (unless you wish to divert for the secret documented below).
Notice some change has happened, allowing you to reach the ledge above the
temple. Kill the soldier up there and get
his shotgun ammo.
SECRET OPTION: I guess you already noticed the tiny blocked hole at the
water! Well, now it's open, so dive and swim SE into the hole,
look for a lever and save. Pull the lever; it will open a tall blue timed door
NW. Quickly swim out and climb the lower ledge, backflip
and jump S, throw the switch again and jump the next two ledges as you did
earlier to reach the E safe block. Jump the next two blocks N into the open
alcove for SECRET #75 and pick up MP5 and uzi clips.
Back on the temple ledge, head down the SE passage, kill the crocodiles in the pool and jump into the water.
Locate and pull the lever W to open some face door you can't see from here,
collect uzi clips and then swim to the W exit hole and climb
out. Time the swinging spiked bag and jump two blocks, then jump/grab the E
crack, shimmy and pull up. Go through the door you just opened and follow the
passage. You have to time swords and moving blades. When you time the swinging
spiked bag, look for a switch in the W alcove to open the next S face door.
Collect desert eagle ammo and medipacks from the
other alcoves, then throw the switch in the S alcove
to lower a block. Return and jump again the blocks into a short S passage, jump
forward onto the slope, backflip and jump into the E
alcove. Face W and grab the crack. Shimmy left as far as you can, release and
you slide down to the upper ledge of the pool. Time the swinging spiked bags
and try to reach the N end to collect the ELEMENTAL
RELIC lying on a blue tile. Then drop to the pool, exit and deal
with a giant mutant.
Return to the temple ledge and enter the SW opening, drop and kill three hornets. Drop into the pit and throw the W switch.
Take the E exit, climb up the ladder and backflip,
collect the UZIS, then pull out through
the ceiling hole. A little bit further a blue door
will open for you, so drop down onto a ledge. Pull into the new opening blue
door W, climb up the ladder and follow a short passage into a small room with a
center hole. Collect behind the column some shotgun
ammo, then climb down the ladder into a cave and deal with a giant mutant. Locate a crawlspace NE and crawl, then make a monkeyswing above a
spiked gap. Drop and crawl a bit, turn around and hang, shimmy around the hole
and pull up. Pick up the ELEMENTAL RELIC
and go back the same way. Some soldier
will wait for you, so kill him and get flares.
Back on the temple ledge, run around to the NW passage and go down to the room
with the four receptacles and place all four Elemental Relics. First, push the
goblet in the E niche over the center tile and get a brief flyby while a rising
block will raise the goblet and a green Orb will appear. Note: There is no hint
for placing the other four goblets. The quickest and easiest way is to
pull/push each goblet until finding the correct tile (this will take you only a
few minutes). Note from
moderator: NW goblet to SE tile, NE
goblet to SW tile, SW goblet to NW tile, SE goblet to NE tile. When you're
done, a final flyby will expose a hidden switch on the temple ledge. Make your
way through the S exit back to the upper ledge and throw that switch (you can
shimmy over the flame), then return back here after killing a giant mutant
down below. Go through the W door you just opened, time the flames and take a monkeyswing over the lava gap, then kill two hornets and save. Time a flame and nasty squishie block and try to reach the NE alcove, then jump over to the SE ledge and follow a short passage.
Stand with your back to the burner and time the flame at the right moment,
quickly jump back to trigger a spiked roller and run faster forward. Follow the
passage again to enter a very large cave.
Welcome to hell!!! An angry dragon in the
middle of a deadly water pool will rain fire on you without mercy, so save at
any time. Climb down and head E, collect a small medipack, continue running around the deadly
pool and look for two switches on two columns. Kill two giant mutants,
collect a big medipack
and climb back onto the ledge. Take a running jump over the W column, grab and
pull up. Continue jumping the next two raising ledges, burner and safe tall
column. Take a running jump over the sloped wall and with an angled jump land
onto a burner, quickly jump/grab the crack in the next column, shimmy left and
pull up. Swing the next two ropes to land safely on a tall column, then turn to
face S, jump/grab the upper ledge and pull up. Make a monkeyswing
over the N ledge, then locate an invisible ledge E and jump over it.
Take an angled jump to the next ledge, which is easier
said than done. One way is to stand at
the back left corner, facing NE, then take a standing jump forward with a
midair curve to the right. Take more
jumps over another invisible ledge and the next ledge. Face S and run/jump the
next breakable ledges, then crawl a bit and stand NW, jump/grab the upper
ledge. Climb even higher and pull/push four goblets from four different ledges
and place them onto the marked tile. Then go back over the previous ledge where
you can make a monkeyswing and drop/grab a tall
crawlspace. Pull inside, holding down
the action key, crouch key and up arrow key simultaneously, then pull to the
upper ledge and save. Throw a timed switch to raise some ledges and take a
series of jumps until you reach the far W block. Pull up to the upper ledge and
collect some shotgun ammo at the far N
end. Get back, jump the ledge and stand facing N, jump/grab the ladder and
climb up.
Congratulations!! You finally found what you've been looking for: the SACRED EMERALD. As soon as you take it, some door
will open down at the ground and an earthquake begins, and if you think there
is a shortcut down, then you're wrong. Kill the soldiers,
then look for big medipacks E and small medipacks SW. Now
drop through the N hole to land on a block and get MP5
ammo, then turn to face E and take a long jump with grab over the
lower ledge and land safely. Face W and run off the left side of the ledge onto
the earlier invisible ledge, turn around and jump E to grab the top of the
taller column, then take a running jump over the S lower column and drop to the
ground. Go around clockwise, reach the far S wall and locate the opened door,
climb up two ladders, one long and one fairly short, and reach a deep lava
place. Jump the columns (pause for a large medipack in the SE corner), watching out for the
low ceiling as you jump to the last NE column, and reach a crack in the E wall. Grab it (it's a little tricky, so save first), shimmy left and pull up into a crawlspace. Crawl out and
run down the passage while the ceiling collapses, and reach a lava gap. Take a
running jump over the breakable ledges and grab, pull up and quickly jump
forward. Start climbing until you reach the top and finish this level.
Level 21: LAND OF THE LORDS (revisited)
Slide a few tunnels into the huge place which is now flooded with water!! Swim NE
and climb the ledge you couldn't reach before and throw the switch. Then swim E
and climb out, look for a face door in the NE passage you just opened, enter
the room and light a flare, then throw another switch. Now take a swim SW and
climb the raised block, then make your way over to the beginning cave. Safety
drop S and follow the S passage until you reach a new cave. Jump the S block
and backflip, turn around and climb the next block.
Jump over the high ledge and climb the W wall to the upper place. Head W into
another cave and jump onto the block, then take a standing jump to the E ledge
and one last jump to the SW block. Climb out from the cave and by looking over
the moon you end this level.
Walkthrough by Yoav
After escaping with the Emerald...
Quad bike controls:
Get on - Ctrl
Get off - Alt+Right arrow
Reverse - None
You slide down to the backyard of Lara's mansion. Get on the quad bike
and start driving, reach the path along the pool and dash over the ramp. After
you cross the next ramp, get off and jump into the water, swim N and pull a
lever to open a gate further along. Get on the quad bike and keep driving until
you reach a grassy place and easily cross the first gap. Get off and climb down
a ladder to the bottom, light a flare and look for grenade
gun ammo and flares, then
climb back. Now you have to prove your driving skills by crossing the next gap
safely. Then get off and collect a small medipack down at the deep bottom and climb back.
Go W and catch a brief flyby, then reach the gate, notice the key hole at far S
end, then press the switch to open the gate.
You are now in front of the mansion. Head SW and follow the alley until
the end, crawl and climb into an alcove and press the
switch to open a gate in the fireplace and get back. Open the main door and
reach the kitchen just for opening the freezer, and that's it. Go to the dining
room, press the switch to open a door in Lara's
bedroom. Go upstairs and enter the N bedroom, locate the opened door and press
the switch. Go to the bathroom and collect the POOL
AREA KEY that's lying in the water. Go back downstairs and take the
right hallway to reach the keyhole and open the door. At the pool, locate a
moveable block in the SW corner and pull/push it over the tile in front of the
columns. A trapdoor down at the pool bottom should open, so dive through and
reach a small room and press the switch to open a door in the attic.
Go upstairs again, but this time enter the music room and reach the next
room with the opened fireplace. Take a standing jump from the high block over
the fire and grab the wall, climb up and reach a closed part of the attic. Pull
back a wooden block so you can pull back the upper wooden block, then keep
pulling it aside to create an opening. Enter the attic and locate flares on the top of the wooden block, then go
downstairs and press the switch to open the exit door. Now get back to the
wooden place, locate a switch and save. Throw the switch to open a timed door
down at the hallway and sprint over there. Go down the stairs and reach the
aquarium, pull the wooden block underneath a ceiling hole, then pull up through
and drop into the water. Swim to the other side to find the GATE KEY (Green), then
make your way to the hallway (you may have to press twice the switch to open
the exit door). Go outside and take the N doorway, then continue E to locate
the keyhole and open the gate.
Enter the maze and take the right path until the end and save. Press the
switch to open a timed gate and start running as fast as you can all the way
back and proceed over the left side path to reach the opened gate. Once inside
a small courtyard, locate and press the switch on a center block to open a door
at the lobby of the mansion. Make your way over there and get down to the
basement. Locate a climbable wall NW and climb the top of the column, then take
a monkeyswing all over the ceiling to reach a switch.
Press the switch to open a door at the dining room, then
make your way over there. Pick up the GATE KEY
(Red) and make your way outside the mansion, then head S over to the
keyhole.
Enter a complex maze and follow me. Go a little bit S and then go W even
if you have to turn left/right until the W wall. Then head S a little bit, but
not until the end, just before take SE until the wall and reach the E end. Then
turn right and look for a hole in the ground. Follow the tunnel and pull up to
a place surrounded by walls and reach the far N switch. Press the switch to
open a door next to Lara's bedroom at the mansion and make your way back. Once
at the mansion, reach the opened balcony and take the GATE KEY (Yellow). Go outside the mansion and
take the E open gate and reach the far S keyhole. Open the gate and locate a
hole in the ground, drop down it and follow the tunnel. Climb into a small
room, press the switch and return back. A new gate has opened next to the one
you just passed, letting you take the ARTEFACTS
ROOM KEY. Get back to the mansion and locate the keyhole at the
lobby. Enter the room and bring the Sacred Emerald to where it belongs and this
will be the end of the whole adventure.