Theft of the Dagger of Xian

 

Levelset by Nicolas Lepy

 

Walkthough by manarch2

 

 

NOTES:

- Only important enemies (e.g. the ones carrying key items) are mentioned.

- In case a certain switch doesn’t seem to work, stand on the tile with it for several seconds, then it should work normally.

 

 

Level 1 – Bartolis Base

 

At the start of the level turn right. Run further and left. Run up the stairs and in the darkish passage. Spot a pushblock to your left and push it twice for Automatic Pistol Ammo, Uzi Ammo and Flares. Back in the passage follow it to its end and use the lever. Return to the starting room, enter the far left passage, head through the open door, find a switch in the left corner to open the next door and follow the passage. Shoot a gunman who leaves you a Yellow Keycard. Backtrack all the way to the starting room, use the Keycard, in the next room use the lever at the other side of the pillar and get out. Follow the passage where the enemy came from, thereon enter the newly opened door. Use the lever right of the entrance, then follow the other passage. Enter the small maze and head to the rear part of the maze, spot a timed lever in the left passage. Use it, turn, head right and again right in the passage and quickly make your way into the passage. Pick up the Red Keycard and use the lever twice (!) to reopen the door.

 

Make your way back to the outside area (back through the maze, out of the door, right) and use the Keycard to open the door. Enter the building, head left and use the lever at the passage’s end, return to see the door is open now. Head though, pick up 2x Automatic Pistol Ammo in this room, use the lever up the stairs. A trapdoor has opened along the path back to the starting room, so head back there and drop down. Enter the next room. Head through it, follow the right passage and use a lever to open the door to another outside area. Get there, enter the large left opening to the left and follow the passage into another room. Spot and use a lever in the far left corner (looking from the entrance) and climb in the passage in the opposite wall. In the next room enter the passage in the wall opposite of the entrance and pick up the Red Keycard, afterwards get out. It’s somewhat hard to overcome the enemy without dying oneself, but try to jump on the box while running and then jump behind him.

 

Exit this room and follow the passages to the outside area. Notice the open door, enter and inside take the Flares, then jump up the ramp, enter a darkish room. In the left side passages you can find a Large Medipack and Shotgun Ammo. Jump up the blocks, turn around and kill a snowmobile driver who most likely will eventually drive in circles. Use the switch, then drop down and get on the snowmobile. Drive outside, and into the large left opening. There are two paths now. Drive left in the room, find two levers in this room to open the door. Enter and jump up the slopes to the high block where you can pick up a Yellow Keycard. Return with the snowmobile, then drive through the other opening near the outside area. Climb off the snowmobile, then up the blocks, finally enter the next room. Head through the passage where the enemy came from. To the left pick up Automatic Pistol Ammo, then go right and follow into a larger room. Grab the crevice left over the entrance, shimmy right and climb up. In the next room follow the right passage, use the lever to open the door back in the previous room. Enter, then take the Card with you. Return to the snowmobile, drive in the outside area, then through the passage where you once came from. Right of the entrance, there is another passage where you can place all three Cards. The door at the end of the passage opens, follow the corridor and the level ends.

 

 

Level 2 – The City

 

Follow the passage ahead, passing a closed door, and go either left or right at the junction. Use the lever to open the door you have previously seen, return there and follow the passages until you can find a Golden Key. Make your way back to the very start of this level, around the corner and to a keyhole where you can use the Golden Key to open the door. Enter the outside area and head to the other side of the corridors, get into the tunnel and use the lever at its end to open a trapdoor outside. Drop in there, follow the passage and at its end search for a well hidden lever. Step on the greyish tile which appears to be a trapdoor, in the room below you can find the Uzis, Uzi Ammo and Flares. Get out of the basement, then backtrack all the way to the (now open) door near where you found the Golden Key. Enter the passage, ignore the keyhole for now and head through the left tunnel. Spot another corridor in the far left corner, head through and in the next room follow the left passage to use a lever at its end.

 

Now another long backtrack to the basement (where you found the Uzis) follows, a door has opened here so get through, use the lever at the right side of the fence to open the door and enter. Climb the block to the left of the entrance, jump up to the walkway and follow it to its end, jump to the opposite one, pick up M16 ammo and jump to the higher ledge. Hang off the ledge, shimmy left and climb up to pick up a Silver Key. Get back outside and follow all the way back to the room where you found the switch to open the door in the basement (basically at the other edge of the map) and in the room with the two passages go right, use the Silver Key and the door opens. Use the lever in the far right corner, then the one behind the picture to open the door in the second previous area, backtrack there and enter the room. You can find 2x Automatic Pistol Ammo in a passage. Exit this room through the only possible tunnel (except the entrance, of course). In the maze follow the left wall to a knife trap, overcome it and use the lever.

 

Return out of the maze and spot the open door in the passage in the previous room. At the end of the passage search for a block to climb in the far right corner in the next room, get the Golden Key and leave this room via the entrance again. Now you need to find the keyhole, it’s located after the passage you would need to traverse to get back to the start. Use the Golden Key to open the door, use the lever around the corner and return to the hub room where you came from recently (and where you once found ammo in a passage near a now open door). Enter the outside area, follow through and go right at the junction, follow a narrow tunnel and in the next room run through the smaller passage to trigger a gunman who leaves a Golden Key when he dies, so it’s necessary to kill him. Return to the outside area, to the opposite passage you haven’t explored yet, then use the Golden Key to open the door. When you enter the passage, the level changes.

 

 

Level 3 – The Lanes of Venice

 

Run around the corner, follow the passage and push/pull the black block under the opening in the ceiling. Climb up and use the switch (when you step in front of the keyhole, the door in the room below opens, but it’s not intended – you don’t have to get the key then). Return to the starting room, then in the outside area and in the small passage at the end. In the maze-like room go left at the first crossing to find the Automatic Pistols and Automatic Pistol Ammo. Progress through the passage, passing a keyhole and a door, and use a lever at the end. Return all the way to the previous room where another door opened. Take the Golden Key from the end of the tunnel with you, then return to the starting room, then to the room with the block (using the Golden Key or not) and enter the open door. Find a switch at the end of the passages, then return to the outside area and enter the now open building. Find Shotgun Ammo in the far left and a White Key in the far right corner. You can use this one in the room with the yellow curtains, go right when heading outside and then straight all the way.

 

Use the White Key to open the door, enter the right passage in the next room and find a lever in the next room, return to the previous room with wooden textures, a door has opened here. Spot another lever in the far right corner, return to the wooden room, re-enter the left passage where the next door has opened. Go left at the junction in the dark room, go right, straight and right and use the lever. Return to the junction, go straight and into the next room. Kill the thug who leaves a Golden Key. Get back to the wooden room, then right, through the door, and use the Golden Key in the far left corner to open the door. Pick up a Small Medipack, then progress through the passage and use the lever. The trapdoor in the room where you found the last Golden Key opens, return there, drop down and follow the dark passage to finish this level.

 

 

Level 4 – The Opera

 

Dive into the pool at the bottom of the room, use the underwater lever and climb out on the stage side. The left door is open; head in. At the crossing go straight, use the button and return to the large room. Swim to the other side, climb out of the water and jump up the left hand platform as a door is now open here. Follow the corridor climbing some blocks and passing a closed door with a receptacle, in the room with the boxes find the only pushable one and pull it out to reveal a lever. Use it to open the door behind you, climb up and find yourself back at the start. Avoid the sandbag and go left. Notice a wooden barrier is now down so jump to its right side (the door has an invisible block in front, so left would be most likely deathly). Jump over the fake floor to the other side, then to the far right ledge. Enter the passage, at the end jump deep into the water and swim left at the junction to find the Circuit Card.

 

Swim further into the narrow opening, then left to find Flares, return and swim straight. At the crossing swim left, use the underwater lever, return to the crossing and swim straight and climb out of the water at the opened trapdoor. Climb up the ladder, find the button near the boxes and kill Bartoli himself. Exit through the open door in the corner, go right, then right around the pillar to find a timed lever. Use it and dash with occasional jumps through the passage, then left at the end and in the next room climb the block in the rear right corner to find a hidden switch. This one opens the door so head back and enter. Follow the passages to a room with some breaktiles, run and jump over them and arrive in the next room. Find and use the lever in a passage between the boxes to open the corner door, walk through the glass and push the button at the end. Walk again through the spikes, but now through the open door and when heading straight you arrive at a balcony in the starting room. But there also is a passage left, before the balcony, so get there, follow the passage and climb the right block at the end, use a lever in the tunnel and return. Head through the open door, then left and place the Circuit Card to open a door in the large room. Return there and enter, follow straight and in the larger hall find a lever on a pillar row near the opposite wall to open the door. Enter and pick up the Relais.

 

Return all the way to the yet closed door in the passage from the lowest to the highest stage of the opera (you need to climb a ledge therefore) and place the Relais to open it now. Enter, find the button in the near right corner to open the door and inside use the next button. Again kill Bartoli who must have somehow survived the last battle and take his Golden Key with you. A door at the opera stage has opened, return there and prepare yourself for a hard fight against Bartolis second reincarnation (that must be magic!). I kept the used ammo and health kits low by returning to the other side of the pool and shooting him from there. Enter the room again and jump to the high blocks in the far right corner from the block that is nearest to them (or use the nearby pushable). Follow the passage to end this level.

 

 

Level 5 – Attack in the Factory

 

At the start of this level a cutscene shows Lara has lost all her weapons and enemies attack her. Lure them away, then get there and quickly take the Uzis and 3x Uzi Ammo, the Shotgun and 4x Shotgun Ammo. Now free your way! Afterwards pick up the Pistols from the block, then find the button in a far right passage, find the open door and free your way again… thereon find the button in the far left corner of the newly opened up area to open a door in the near right corner. Enter the next area. In this room you can find 2x Automatic Pistol Ammo on the floor. Progress through the rooms (if you want, you can outrun all the enemies) and soon the finish trigger awaits you.

 

 

Level 6 – The Research Warehouses

 

Follow the right passage to the end, picking up Automatic Pistol Ammo along the path, and use the lever. Return, find the open door and go right at the junction. Find the Red Card in an alcove and return all the way to the start. Use the Red Card to open the door leading you outside. Reach the area behind the helicopter, find the button at the terminal and use it. Return all the way to the corridor near where you found the Red Card, then to its very end and spot the open door. Head through the narrow tunnel, leading you into another outside area. Find the passage in the far left corner, use the button at the end and enter the now open door in the outside area. In the next area you can find M16 Ammo in the corner behind the blocks. Pull the only pushable one out, pick up the Blue Card and leave this area again, returning to the helicopter area. Use the Blue Card in the terminal behind the helicopter to open the nearby door.

 

Climb the ladder in the next room and follow the passage. Around two right corners is the next switch – use it to open a door in the helicopter area. When you arrived back there eventually, enter it (from where you came, it’s left) and at the end of the passage climb down the ladder. Follow the tunnels, pick up Grenade Ammo and a Card at the end, then return all the way upstairs, to the hangar, then to the other ladder and the larger room behind the passage. Follow it to the very end and climb up in a higher room to your right where you can place the Card to open the door (you have to stand on the tile for a few seconds though), enter and follow the corridors in a larger room – search for a corridor leading left somewhere, leading outside. Spot Flares in a right corridor and then a switch further on behind a pillar (wait few seconds) to open the near door. Find a switch in the rear corridor to open another door where you can pick up the Red Card. Return all the way to the previous area and find the card receptacle behind a pillar row, use it and enter the passage to end this level.

 

 

Level 7 – The Besieged Wreck

 

Swim straight to the other side, then right to find 2x Harpoons. Return and swim left in the larger hall. Spot an underwater lever in the far left corner, use it to open a trapdoor, but there is also the Harpoongun with Harpoons in an alcove situated diagonally from the lever. Now you can climb out through the trapdoor. After the shootout look for the only passage that doesn’t lead to a closed door and use the switch. A nearby golden door opens, head through the rooms and pick up the Golden Key at the end. Get back to the closed door near the waterhole and use the Golden Key to open it. Run further, eventually left at a crossing and at the end of a room find Automatic Pistol Ammo and Uzi Ammo. In a nearby passage use a lever. Return to the junction, head straight through the open door and follow the passage. Kill the thug who leaves you a Golden Key. Return to the junction, go right and use the Golden Key to open the door further in the corridor. At the end of the passage use the lever, return to the junction, go right and straight, then follow the already explored passage to the next open door. Run around the corner and to the finish trigger.

 

 

Level 8 – The Wreck of Standk Atha

 

Exit this room, then go right and straight to find and use a button. Return, go right and follow the passage. There is a Large Medipack in a left subpassage. Follow the opposite corridor through an open door and arrive in a larger room. There is another passage leading away from the room, but pass it and jump behind the slope to a small niche. Run in and pick up the Gold Dragon for Secret #1. Now get out and follow the mentioned corridor, in the next room look for a lever in a passage near the far right corner. This opens a door in the near right corner looking from the entrance, head through the passages and find the lever at the end which opens a door a few meters back. Enter and pick up the Yellow Key, return outside and all the way to the starting room where you can find the keyhole in a far left passage. Place the Yellow Key and the door opens after few seconds. Run through the passage and eventually find a lever, use it and return all the way to the starting room where a door has opened on the opposite wall. Find a lever behind a pillar on the other side of the room and use it. Search for a trapdoor in this room and run on it to drop down and pick up a Jade Dragon for Secret #2.

 

Return to the door you opened with the Yellow Key, head through and eventually find an open door left of you. Enter and in the next room find a Rusty Key and 2x Harpoons on two blocks. Get back to the starting room, exit it (passing the door you previously opened) and spot the keyhole ahead, place the Rusty Key and the door opens; again wait a few seconds. Get in, pick up the Small Medipack right and backflip over the open door. Search the room for Harpoons and also a passage to the right of the dark closed door. Use the lever and enter the open door. Dive in the pool; maybe you have seen the dragon pickup. If not, it is located behind a fake bottom texture in the corner right of where you dropped in, so get there to find the Silver Dragon for Secret #3. If you found all secrets in this level, you’ll also get the Grenade gun and 2x Grenade Ammo. The enemies in the water might be hard to overcome but it’s possible to lure at least one to the water hole and kill him from dry land and the others can be shot with the Harpoon gun. Use the underwater lever opposite the closed door, then pick up the Large Medipack in a corner and swim through the open door. Avoid the moray and swim straight, then right, right and the level ends.

 

 

Level 9 – The Quarters of the Crew

 

Exit the small corridor and spot a passage leading to a button you have to then push in the near right corner of the room. A door opened in the larger area, head through and go left at the junction. Follow the tunnels, go left at another junction and drop through a breakable floor. Follow the narrow tunnel in the far right corner. Around a corner is a slightly larger room; find the Automatic Pistols and 2x Automatic Pistol Ammo in the far left corner, 2x Shotgun Ammo and Automatic Pistol Ammo in the near right one and use the lever in the far right one. Return to the upper room where a door opened, get inside and use the lever. Return to the starting area, go straight where the door opened, go left at the junction and follow the passage in a larger room. Head through the opposite opening and use the button at the end, return to the previous room and enter the left, now open doorway. Find the lever at the right side of the central structure, return to the large room and enter the opposite and also open doorway.  Go right at the junction, use the lever and now go in the third direction at the junction, pass the yet closed door and find another (but open) door. Head in the passage in the near left corner, at the end use the lever to open the closed door you previously passed. Pick up the Wooden Key and return to the large area, into the opposite opening again. Go around the central structure, use the Wooden Key and the door opens. Use the button in the near right corner and the level ends.

 

 

Level 10 – Near the Exit

 

Follow the rooms to your right and eventually reach a larger room with a crossing in the middle. Pick up the first Rusty Key right of the closed door and then enter the right passage with the paper-thin wall. Follow the passage and in the next room find the lever in the far left corner. Return to the room just before the starting room, find the open door in the far right corner and enter. In the right passage you have to use a lever to open a trapdoor further in this room. Dive in the water and find the second Rusty Key and Harpoons in the far corners. Climb back out and return to the starting room where you can place both Rusty Keys and enter the door left of the lever subpassage. Use the lever in the near left corner to open the door in the near right one. In the next room pull the block away to reveal and use a lever. This opens a door in the underwater area so return there via the starting room. Follow the passage and in the next room find an underwater lever in the far left corner looking from the entrance. If you want, take the Harpoons from one of the corners.

 

Now return to the room with the crossing in the middle – where you found the Rusty Key near a closed door. Exactly this door is open now, so head through and left at the junction. Enter the large room and exit again through the only non-closed passage. Go straight to the end of the passage, then right and find a button in a right niche. Return through the passage and a door in the second left corridor has opened. Head through and climb some blocks in the rear right part of the room to get the Blue Key. Exit to the large room, then where you came from and right to use the Blue Key. The door in the passage to the large room has opened so head in and use the lever at the backside of the pillar. Return to the large room and enter the left passage which is opened now, head through and use the button in the far left corner. Return to the large room and enter the last now open doorway. Find the Wooden Key at the end and return to the previous side passage of the large room; go right at the far junction and place the Wooden Key to open the trapdoor. Drop down and progress through the passages to eventually finish this level.

 

 

Level 11 – Tibetan Foothills

 

Simply mount the snowmobile and drive over all the enemies until you hit the finish trigger… but of course don’t forget the M16 and 6x Uzi Ammo along the way!

 

 

Level 12 – Barkhang Monastery

 

Before leaving this room find 2x Uzi Ammo, 2x Shotgun Ammo, 2x M16 Ammo, a Large Medipack and a Small Medipack. Now enter the next room. The monks will fight for you against the soldiers, but if you don’t help them, they will most likely die. Push the button left of the entrance and exit this room on the opposite side, from now on called the hub room. Afterwards follow the passage in the far left corner. In the next room use the button at the rear wall. In the previous room a door has opened so return there and enter the passage. In the next room grab the Red-Blue Key from the block, then leave again and in the hub room return into the opposite opening; you can use the Red-Blue Key in the next room to open the nearby door. Get in the next room, pick up the Old Key from behind the opposite pillar and return all the way to the hub room. Place the Old Key, follow through the rooms and kill the three monks in the very last room as one of them has a Gem you’ll need. Unfortunately all the monks are now your foes, so you have to fight them as well. Use the fact they can’t leave the rooms they are in to your advantage, re-enter the far right passage and follow through the next room and the open doorway. Place the Gem and get through the open door (tip: enter the room triggering all the guys, then leave again and wait until most are dead). Find the lever in the far left corner, thereon exit to the hub room again and enter the opposite opening. Find the open door in the next room and progress through the passage’s end to finish this level.

 

 

Level 13 – Catacombs of the Talion

 

Go straight passing the right room (there’s nothing in it) and get through the passage. When you come to a junction go right and again right to use a lever. Now turn and go in the right passage you haven’t yet been into; find the open door and head in the next room. Pass the yeti cages and in the next room climb up the block behind the pillars. Follow to an outside area and kill three soldiers – one of them leaves a Mask. Get back to the yeti cage room and behind the cages you can use the Mask to open the door. Follow straight through the corridor and then find the lever at the end of the passage around two right corners. Return to the yeti cages which are open now (you know what that means…) and take Uzi Ammo and M16 Ammo from the left one, then enter the right one and use the lever. Return to the only outside area in this level so far and enter the open doorway. In the other part of the outside area, there is a well hidden lever on the central structure just opposite of the closed large gate. Use it to open the smaller door, enter and go left at the only junction to find another Mask. Return all the way inside to the empty yeti cages, then in the doorway you have opened with the first Mask. Find the receptacle for the other Mask in the far left corner. Turn, go straight, then left to find the open door. Follow the passage and in the larger room through the smaller passage in the back right corner, use the lever at the end and return to the previous room as a door has opened here. Enter and use the lever in this room to open the large door in the outside area. Get back there all the way and enter the passage. Follow the right corridor to its end to use the lever; this opens the door in the first area of the building. Follow the passage to let this level end.

 

 

Level 14 – Ice Palace

 

The monk sound is misleading – there aren’t any monks in this level and you have to do everything yourself here. Run through the passage. When you see a closed door, go right to use the lever, which opens the door so that you can enter the new passage. Pass some closed doors and enter another room where you can find a lever near a keyhole. Use it to open the doors you previously passed, then follow the passage and climb over a few small blocks. Now climb the left blocks, use the lever and kill the snowmobile driver. In the passage where he came from you can find 2x Shotgun Ammo. Return through the door where you came from, go left and through the other door, then right and head in the second left passage where another door has opened. Use the timed lever in the far right corner to open a door in the far left corner, quickly enter and pick up the Silver Key. Use the lever twice (!) to reopen the door and exit this room, but remember it for later.

 

At the main passage go right, through the open door and all the way into the room with the keyhole to open the door using the Silver Key. Apart from the Flares you can find in this room there is also a lever in the far right corner; use it to open a door in the room you should remember. Return there, enter and find an opening to an outside area in the left wall. Find and use a lever on the rear side of the far right pillar. This opens a door in the previous room so enter the newly opened passage. In the larger next room with an icy floor find a lever in a left passage, then enter the far right corridor and use another lever at its very end. Now return all the way to the double doors you opened with the Silver Key a while ago, then enter the open doorway to an outside area. Pick up Flares and the Gong Key from the blocks, leave again and return to the room with the icy floor. Place the Gong Key in the receptacle in the far left corner to open the door in this room. Find the timed lever in the next room that opens a door in a corner, dash and jump there and when you manage it the level ends.

 

 

Level 15 – The Temple of Xian

 

Find 2x M16 Ammo at the other side of the walkway, kill the snowmobile driver, drop down, find a Large Medipack in a corner and afterwards mount the snowmobile. Now drive through the long passage and have fun! After the shootouts you’ll drop into a hole, at the junction get off the snowmobile, go right, find a lever behind a pillar that opens a door back, then go left at the junction and end this level by running through the corridor.

 

 

Level 16 – Floating Islands

 

Shatter the green breakable wall, then head right and follow the passages. Find the button at the end to open the door at the start of the level. Return there and enter the large room; there is Grenade Ammo in a passage up a block near the wall opposite to the entrance; you can also hide here for the fights with the enemies. Exit through the only passage except the exit, then follow the corridor and then pull the lever. A near door opens; head through and in the next room find a button in a niche to the right of the yet frozen warrior. Return all the way to the large room with several frozen warriors and guardians as a door has opened here; enter and in the next room find a button around two left corners at the backside of a pillar row. Enter the next room, follow the passage and in the next room find a Plaque at the rear side. Return to the large room (you cannot use it in the nearest receptacle) and find the correct hole for it near the starting room. Place the Plaque to open the door. Find the next lever on a pillar row near the opposite wall. This opens a door in the same room, enter and pick up the next Plaque. Return to the icy passage with the receptacle you previously had to pass (to the right of the alcove in the large room), then place the Plaque to open the door. Follow the passage and use the lever at the end, return to the large room and go into the left passage. Follow it to the end in the room you explored a while ago, then find an open door in the near right corner. In the maze there is a lever in the passage leading from the entrance to the frozen warrior and Shotgun Ammo, also near the warrior. This opens a door in the far right corner of the maze looking from the entrance. Kill the two ninjas as they leave two Plaques. Use them in the receptacle in the new room to open the door. Follow the passage to let the level change again.

 

 

Level 17 – The Dragon’s Lair

 

Follow the street to its end where you have to use a lever. Return and eventually find the open door to your right. Use the lever behind the counter to open the next door. In the next room pull the black block away to find 2x Uzi Ammo. Head upstairs, then head to the bureau at the end of the passage and pick up the Golden Key from the counter. Return to the hallway, find the keyhole and place the Golden Key to open the door. Enter and use the lever in the bureau. This opens the second door on the street, so return there and enter the other building. Use the lever on the right wall, then pull the block out of the doorway and enter it to finish this level.

 

 

Level 18 – Home Sweet Home

 

After the starting cutscene quickly turn around and pick up the Shotgun and 9x Shotgun Ammo, a Little Medipack and a Large Medipack before the enemies arrive. In another niche in the starting area there are 5x Shotgun Ammo extra for you. Now shoot your path free – it’s recommended only to kill the gunmen (maybe the dogs too) and run away from the baddies. One of the enemies that appear when you pick up the weapons leaves a Large Medipack that might be helpful. Follow the valley until it changes to a wooden wall. Progress and eventually find a small right passage, follow it and again right where possible. Use the button at the end to finish this level. The end credits will show up and then the total statistics. Congratulations!

 

THE END