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

The Great Temple of Idfu

Mine Technical Station

Security Facility

Underground Remains

Frosty Domain

Area 51 (Laboratories)

Tomb of Khamun

Monastery of Elements

Compound Research Centre

 

Wreck of the RX Explorer

Desert Ruins

 

Part 4 - Peru

Part 5 - England

Part 6 - Underground

Peruvian Temples

Knights Castle

Chambers of the Lost Crater

Inca Stronghold

Sacred Cathedral

Lands of the Lords

Sanctuary of Light

Underwater Complex

Temple of the Sacred Emerald

Valley Ruins

Dungeons of the Complex

Epilogue

 

 

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.

 


Level 2:  UNDERGROUND REMAINS

 

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

 


Level 3: TOMB OF KHAMUN

 

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.

 

 

Level 5:  FROSTY DOMAIN

 

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.

 

Level 11: Desert Ruins

 

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

 

Level 12:  PERUVIAN TEMPLES

 

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.

 

 

Level 13: INCA STRONGHOLD

 

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.

 

 

Level 15: VALLEY RUINS

 

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.

 

 

Level 21: LANDS OF THE LORDS

 

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.

 

Level 23: EPILOGUE

 

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.