FAKE DAGGER

 

Levels by TR1997

 

Walkthrough by Phil Lambeth

 

 

Level 1: HEAVY DUNGEON

 

Lara begins in a small room identical to the beginning room in Folklorist Diary - Abyss of the Horizon, a TR2 level by another builder.  She has no weapons, no medipacks, nothing.  Step forward and pick up the PISTOLS and 2 x automatic pistol clips.  Step into the passage beyond the dangling hook to draw out a hellhound.  Go back and climb the block stairs.

 

Drop down into a fenced passage and meet a Yeti.  Oops, he can go right through the fence, and he can push you through the bars as well (giving you a certainly unintended short cut).  Assuming he doesn't, follow the passage to the end and pull up left.  Run forward and pull up to a higher ledge.  Hop down at the end and follow along the winding interior passage until you reach the inner area.  Pick up the SHOTGUN and shotgun ammo next to one fish statue, and the RUSTY KEY next to the other.

 

Go to the opening opposite from the one you entered by and follow the fenced passage to a wall switch that opens a door later along.  Exit this area the same way you entered, and on the way out of the fenced area note the block steps ahead.  Follow them and note for later the receptacle there.   Return to the beginning room and enter the passage where you encountered the hellhound.  Follow around the corner and climb the steps to the opened doorway. 

 

Hop down into the next room and do battle with two Yetis.  Use the Rusty Key to open the door and release another pair of Yetis.  Hop down the blocks into the next room and find the ladder on the back of the central column.  Climb to the top for a large medipack and the P1.  You know where that goes, so retrace your steps to the fenced area (noting the closed door as you leave this room).  Climb the blocks at the end of the first passage and insert the P1 in the receptacle to open the door in the beginning room.  Go back there and engage two ghouls.

 

Hop up into the passage where they came from and push the button near the receptacle to open the door -- guess where.  Go there, killing a ghoul and a couple of hellhounds along the way, and pick up the AUTOMATIC PISTOLS at the threshold.  Slide down into a room with ramps and a ladder.  Run up the ramp to your right (as you enter the room) and follow the fenced passage guarded by a couple of ghouls.  Pick up the P2 and return to the receptacle you noted earlier.  The ramp in the far left corner leads to a closed door, so use the nearby ramp to reach a passage that leads to a wall switch that opens a door and releases a ghoul.

 

Get back down the ramp and run forward to climb the ladder.  Pull up and run through the opened doorway along the passage, jump the gap and return to the beginning room.   Hop up left into the passage and use the P2 at the end to open the door back in the ramp room.  There's only one ramp left to use (actually, a stepped ramp), so go up and enter the opened doorway.  Slide down and run forward to end the level.

 

Level 2: CAVE IN VENICE

 

Start in a large room.  There are closed double doors ahead, so climb the stairs to your left and follow past a closed door and a keyhole to a wall switch.  Pulling it down opens those double doors and releases two dobermans, a thug (automatic pistol clips) and a baddy (small medipack).  Go up the other stairs to find another closed door (no keyhole) and a wall switch that opens that closed door.  That's for later, however, so go back down the stairs and through the opened double doors. 

 

Climb onto the central structure and pick up the STEEL KEY, the UZIS and shotgun ammo.  Note the closed door and exit this room.  Go back up the first set of stairs and use the Steel Key to open the door.  Go downstairs in the next room and engage two thugs (2 x shotgun ammo).  Continue downstairs and shoot two dobermans

 

Go to the right side of the structure and pull down the wall switch.  A door opens on the other side of the room, releasing a doberman and a baddy (uzi ammo).  Go through the opened doorway into a room and the room beyond.  Kill two dobermans, two baddies (grenades and small medipack) and a thug (large medipack).  In the wall to the right are two closed doors, in the wall to the left are windows that can be shot.  Shoot one and hop down into the next area.  Find a raised block and use it to climb a ladder.

 

Shoot the window and turn left on the balcony to find a wall switch that opens one of the doors below.  Turn around and follow the balcony all the way around (small medipack at one corner, automatic pistol clips at another) and find a wall switch that opens a door elsewhere.  Retrace your steps and get back down to the main room below.  Enter the doorway in the far corner and carefully time runs past the sword-wielding statues.  Pull down the wall switch at the end to open a door, but not the adjacent door in the main room.

 

Get back and exit the main room.  Continue all the way back to the room with two flights of stairs.  Go through the opened double doors and engage two dobermans and a baddy (large medipack).  Run around the central wooden structure to find the opened door.  Enter a bare room with many closed doors.  Climb the blocks against the far wall and pull down a wall switch.  Drop down, hop into the opened doorway and pull down the wall switch inside.  Climb the blocks again, enter the opened alcove and pull down the wall switch.  Drop down, climb the block opposite the entrance and hop into the open doorway.  Follow the passage to the BOATHOUSE KEY and continue forward to a door that opens upon your approach.

 

Drop down and run across the room.  Open the final door with the Boathouse Key and pull up into the library.   Run to the far corner for 2 x uzi ammo.  Run back to the entrance, turn right and climb the unmarked wall to an alcove with a wall switch.  It opens a door to release a baddy (small medipack).  Go where he came from and shoot a doberman and a thug (large medipack).  Go around the corner and follow the passage to a wall switch that opens the double doors in the main library.

 

Go there, kill three thugs (automatic pistol clips, small medipack and shotgun ammo) along the way and enter a huge open area surrounded by bookshelves.  Go to the opening in the corner and shoot a doberman.  The unmarked shelf to your right, just as you enter the narrower passage, is climbable.  Run to the far end of the bookshelf and pick up the small medipack.  Climb up left and pick up 2 x grenades.  Continue along the higher shelf to a wall switch that opens the double doors below.

 

Return and kill a doberman and a thug (small medipack).  Enter the opened doorway, shoot one of the windows, jump out and kill two dobermans and a baddy (automatic pistol clips).  Follow the passage to a gazebo and pick up the BOATHOUSE KEY.  Go back the way you came, all the way to the main room.  Run to the entrance doors and loop around left to climb the stairs there.  Enter the doorway at the top and either slide down or use the ladder.  Kill two thugs.  The doors that were closed earlier are now open.  I can only assume that picking up the Boathouse Key accomplished this.  Follow the passage and turn the corner.  Get into the speedboat and take a long joy ride along the canal.  Dismount at the end (ALT plus left or right arrow key), follow the passage to a slope, use your Boathouse Key at the end to open the door and climb the ladder to a wall switch.

 

Pull it down to open the door to your left, then reverse roll and run to the other side to pull down another wall switch.  Return and go through the open doorway to a familiar room.  Go to the central structure, where the door is now open, and pull up to the roof.  Grab the large medipack on the right side and the uzi ammo on the left side.  Pull down the wall switch to open a door near the main room.  Drop to the floor and go to the opening on the opposite side of the central structure.

 

Go through the ornate connecting room to the main room.  Run diagonally across to the right and locate the opened door.  Run along the winding passage and encounter two thugs (small medipack and uzi ammo) and two dobermans.  Enter the next room and climb the blocks to your right.  Shoot out a window, kill a thug (large medipack) and go across the beam to shoot more windows.  Continue forward, climb the blocks and pull up into a passage guarded by a thug (shotgun ammo).  Run forward to a wall switch which opens an underwater door.

 

Get back down the way you came, run across the room to a water hole in the far left corner, hop in and swim along the long passage, past the opened doorway and up a long shaft.  Pull out and engage seven dobermans, two thugs (large medipack and small medipack) and two baddies (automatic pistol clips and uzi ammo).  Use the sloped pillars to jump and grab a ledge.  Pull up, run to the wall switch and pull it down to open a door to another wall switch a little further along the ledge. 

 

Get back down to the floor, run to the far side of the room and find a ladder to the right.  Climb up to the opened door, kill a thug (shotgun ammo) and follow the long passage to a wider passage.  A door opens for you at the end.  Enter to end the level.

 

Level 3: THE SUBDUE OPERA

 

Start in an empty room.  Run forward and push the button to open the door.  Slide down and approach an area with deadly fans.  Continue to the wall poster and push the button to disable one of the fans.  Locate it nearby and shoot four rats.  Run to the end of this row and turn right into another disabled fan.  Push a button and run back to leave this row.  Run straight across into the next row and dogleg left.  Push the button and return to the first row, where you shot the rats.  Dogleg right and enter an area with more fans.

 

Go down the left row and pick up grenades.  Return, go down the right row and pull up on the last slope to the left.  Back flip to the slope behind you, jump off and grab the ledge ahead.  Pull up onto the ledge, turn left and climb the block.  Turn right and jump to the corner block across the room.  Pull up and use the wall switch to lift a gate leading to a new area.  Go back through the fan room and shoot four rats along the way.  Find the opening to the new area and climb up the corner block for automatic pistol clips.

 

Jump up into the nearest window and shoot the glass.  Hop down and watch out for falling sand bags.  Slide down a long slope to a ledge and a swinging crate.  A baddy is shooting at you from down below to your right, so you might want to take him out from here.  Then jump to the ledge to your left and from there to the ledge across the canal.  Pull down the wall switch to open a door down below, then use the convenient ladder to get down. 

 

Find the open door and enter a room with two thugs (small medipack).  Pick up the LIBRARY KEY in the corner and go the other end of the room for a large medipack.  Pull down the wall switch to open a door outside on the ledge next to the ladder.   Go there by using the stairs in this room.  Jump across the canal to the next ledge, then to the ledge with the swinging crate, then to the next ledge.  Jump up, shoot the window and hop down into a room with more dangling sand bags.  You can trigger them or not, as you desire.

 

Use the Library Key to open the door and enter an empty outside room.  Pull up onto the ledge and follow a gauntlet of breaktile bridges to the other side.  Follow the narrow passage to a room.  Run around the central structure to draw the attention of a doberman, a thug (large medipack) and three baddies (automatic pistol clips, small medipack and shotgun ammo).  Go to the corner opposite the entrance and use the corner of the central structure to time a running jump past the swinging crate to grab the corner ledge.  Pull up and push the button to drop a trap door behind you next to the central structure.

 

Drop down through the hole and hop down the blocks into a room with a wall switch and a closed door.  Pull down the former to open the latter.  Loop around to the left in the next room, noting the alcove filled with boulders.  Run down the left side of the ramp, jump near the bottom to grab the ladder and climb up as the boulders rumble by beneath you.  Pull up onto the ledge and push the button to open the door below.  Hop down, shoot a doberman and a thug, and enter the boulder alcove for grenades and a large medipack

 

Go through the opened doorway and find that you're in the opera house.  Watch out for suspended sand bags as you move throughout this area.  Note the receptacle for later and drop down the nearby hole to the balcony below, using the blocks.  Engage two baddies (small medipack) and be mindful of the huge hole in the floor.  Drop down to a much larger balcony and go toward the closed door.  Safety drop to the ground floor, using the gap in the railing, and note the row of boulders ahead and to your right.  Now turn around and engage the baddy (uzi ammo) without getting in front of the boulders.  When he's dead, you can trigger the boulders at your leisure to remove their threat.  Running along the water line won't trigger them;  you'll have to get closer to them than that.  Therefore, you should trigger them a few at a time.

 

Jump into the water, pull out on the ledge and pull down the wall switch.  The door at stage left opens, so go there (you might want to trigger the three sand bags hanging over the stage first) and enter the next room.  Climb the ladder (a hinged barrier falls down to form a convenient bridge) and walk to the wall switch.  Pick up the P2 (circuit board) and pull down the wall switch to open the opposite door at stage right.  Go there, run under the wooden bridge to cause another hinged platform to fall, and use the slope at the far end of the room to pull up onto the bridge.  Follow to the other end for the GRENADE LAUNCHER and grenades.

 

Return to the stage, drop down through the hole into some water, and swim to the far wall.  Pull down the underwater lever to open an underwater door.  Flip turn, swim to the other wall, turn left and locate the opened doorway.  Swim inside and turn left at the intersection.  Surface, pull out onto the ledge and pull down the wall switch to open a door in the opera house.  Get back into the water, swim the other way and follow the winding passage to a shaft leading upward.  Pull out and shoot a doberman and a thug (automatic pistol clips).  Climb the ladder and pick up the P1 at the top.  Get down, pull down the nearby wall switch to open the door behind you, and return to the balcony area (pausing for grenades at the doorway).

 

Climb to the top balcony and insert the P2 in the receptacle you noted earlier.  The double doors to your left open, so pass through and battle two thugs (large medipack and grenades) and a doberman.  Follow to a receptacle for your P1.  The gate opens, so jump to the long ladder and climb down to a lower passage leading to a wall switch.  Pull it down to open the gate to your left and release two baddies.  Go to an outside area, loop around left and pull down the wall switch to open the other gate in the previous passage.  Return there (the rest of this area is a vast empty wasteland) and follow to a waterway with a waiting speedboat. 

 

Push the button in the left wall to open a door a little further along, then get in the speedboat and drive it through the doorway into a canal and follow until you reach a dead end.  Dismount and pull down the wall switch to open the door.  Drop down into an opera house area and shoot two dobermans and a death-resistant thug (large medipack).  Use the stairs (note the receptacle first) to get up to some windows you can shoot.  Shoot the nearest one, the one on the right, and take a running jump to the balcony ahead.  Jump to the next balcony, and so on, until you reach a P1.  You have a good idea where that goes, so retrace your steps to the first balcony.  Jump into the water and pull out near the speedboat to enter the opera house area once more.

 

Go to that receptacle you saw earlier and insert the P1 to open the double doors.  Enter a room filled with crates and kill two dobermans, a baddy and another death-resistant thug.  You're rewarded with the M16.  Locate a single crate you can climb, grab the large medipack and continue climbing to draw out a baddy (small medipack and uzi ammo) and a normal thug (large medipack).  After you're done with them, another doberman and a baddy (automatic pistol clips) show up.  Climb back up, shimmy past the first swinging bag, pull up and continue along the upper row of crates, jumping or shimmying past the remaining bags as appropriate. 

 

Pause for a large medipack and grenades in the corner, then continue along the swinging bag gauntlet (pausing for M16 ammo) until you reach a button.  Push it to open a door, then safety drop to the floor for 2 x large medipack.  Use the stacked crates to get back up, then look down the other side and see the opened door.  Safety drop to the floor and run toward the doorway to end the level.

 

Level 4: SEA PRISON

 

Begin in what appears to be a storage facility.  You're safe for the moment (you have assorted ammunition but no weapons), so look around the room for shotgun ammo.  There's an inaccessible wall switch near one corner, so you need to find a block to move underneath it.  The blocks in here look pretty much alike, but you'll find several with faded markings.  These can be moved.  One of these is to the right of where you stood when the level began.  Pull it once toward the center of the room, forming a row, climb up onto it and push the higher block forward.  Pick up the SHOTGUN and shotgun ammo.  Now you're armed.  Locate a similar block in the next batch, push and pull it across the room into position, climb up and pull down the wall switch. 

 

The door opens to let in a thug (shotgun ammo) and a doberman.  Leave through the opened door and turn right.  Run to the end of the passage for 2 x shotgun ammo, turn around and shoot an advancing thug, who drops the ORNATE KEY.  Use it in the nearby receptacle to open the door.  Ready your shotgun before you enter and quickly shoot a thug and a flame-throwing baddy (small medipack) from a distance.  The water in the pool is deadly, by the way.  When you stand in front of the marked gray square in the wall, the one straight ahead from the doorway, and then move away, the gray square splits apart to reveal an alcove.  Go inside for the PISTOLS and push the button.  A similar door opens elsewhere in this room, giving you access to a large open room.

 

Climb the ladder in the near right corner and get ready to do battle with two thugs (automatic pistol clips and uzi ammo), a flame-throwing baddy (small medipack) and two dobermans.   Go into the side passage, pull down a wall switch and push a button to extinguish the flames ahead, continue down the passage and jump over the trap door for the RELAY BOX and the AUTOMATIC PISTOLS.  Hop down into the trench for the M16

 

The helicopter's not taking you anywhere, so climb back down the ladder and return to the passage.  Run to the other end and use the Relay Box to open the door.  Run forward and pick up the HARPOON GUN and 2 x harpoons.  Ignore for now the opening in the rail and follow the ledge all the way to the end for the K4.  Return to the opening and jump into the water below.  You're met by three frogmen.  You don't have enough harpoons to deal with them all, so grab the GRENADE GUN from the floor and swim quickly through the opening in the wall.  Follow the passage, pause for air (you'll need it), and continue until you reach a shaft leading upward.  Surface and pull out.

 

Run across the empty room, hop onto the ledge and use the K4 to open the door.  Don't rush in, however, or the door will close and you'll be trapped.  Pull down the wall switch to open the second door, and then enter.  Run forward a short distance to end the level.

 

Level 5: BROKEN SUBMARINE

 

Begin in a corridor.   Follow past several closed doors and continue until you reach a room with two thugs (harpoons and automatic pistol clips).  Go to the opening, opposite the closed door, and take a running jump to grab the crack in the wall.  Shimmy all the way to the left and pull up.  Step down into a room with a thug (shotgun ammo).  Pull down the switch in the far wall to open the door at the other end. 

 

Take a running jump and grab across the gap, pull up and jump forward for a small medipack.  Turn around and get down to the lower corridor.  Follow it to the glass-filled area you shimmied over earlier.  Although barefoot, Lara can walk through the shards without injury.  Go to the far end of this area and pick up the RED PASS CARD.  Return to the other end and push the block opposite the entrance into the room beyond and against the corner.  Climb up on it and pull down the wall switch to open a door elsewhere.

 

Go up the stairs and draw out a thug (small medipack) at the opened doorway.  You find yourself back in familiar territory.  Return through the long passage and pull up into the alcove with a keyhole (the one on your right as you return).  Use the Red Pass Card to open the door.  Follow the corridor to a hole and drop down to a lower corridor.  Continue to another hole and drop down to a still lower corridor.  At the risk of sounding monotonous, do this once more and come to a room guarded by three thugs (harpoons and shotgun ammo for the two at floor level). 

 

Use the block left of the entrance to get on the first piston-shaped structure.  Jump along them to the YELLOW PASS CARD on the last one.  Hop to the ledge and pick up automatic pistol clips dropped by the third thug.  Insert the Yellow Pass Card in the keyhole to open the door down below.  Jump to the nearest structure for a large medipack and continue for grenades and M16 ammo.  Drop down, shoot another thug (small medipack) and go through the opened doorway.

 

The pool in the next room is not deadly, but it's guarded by three frogmen.  Jump in and lure them to the surface, where you can pull out and make short work of them.  Dive back in and swim all the way to the bottom.  Pick up the grenades and pull the underwater lever to open a door in the pool area.  Surface, pull out and find the opened doorway opposite the entrance.  Push the button inside to open the other door in this area.  Go there and enter a large, empty room.  Turn right and run toward the darkness until six thugs (automatic pistol clips, shotgun ammo, large medipack, small medipack, harpoons, uzi ammo) emerge, although not all at one time. 

 

Continue to the far wall and push the button to open the door.  Pick up the harpoons and push the next button to douse the flames in the corridor.  Run forward, pausing for a large medipack, grenades and uzi ammo along the way, and pull up left at the end.  Pull down the wall switch to open a door way back at the beginning of this level.  Before returning there, turn around and jump the blocks to a door that opens upon your approach.  Pick up the YELLOW PASS CARD and step forward for a shortcut to your destination.  Turn left, follow the corridor a short distance and pull up left into the opened doorway.  Use the Yellow Pass Card to open the next door, and run forward into a large area.

 

Engage four thugs (automatic pistol clips, small medipack, uzi ammo and harpoons) at floor level.  Turn left from the entrance and find the stairs that enable you to get higher.  When you reach the end, take a running jump a little left of center to grab the stairs against the wall.  Pull up and engage two thugs to your left (uzi ammo and large medipack).  Run to near the end of "their" ledge and you can jump over for some automatic pistol clips.  Slide down the slope and pick up the RED PASS CARD.  Slide down to the floor and go back up, this time to the third level.  Engage two thugs (automatic pistol clips and shotgun ammo).   Continue all the way to the end of this ledge and use the Red Pass Card to open the door below and release two thugs.

 

Jump to the stairs for a shortcut down, engage the thugs and go down the long empty passage through the opened doorway.  Meet two thugs in the next area and run around the central structure to find a wall switch on the back side.  When you pull it down, the doors on the front side open.  Go there and enter for 2 x harpoons and 2 x shotgun ammo.  Drop down through the opening to the water far below and swim into the blackness to end the level.

 

Level 6: MONASTERY UNDER THE GROUND

 

Begin in another large, empty room.  Run forward and pull down the wall switch to open the gate.  The Samurai inside is friendly, so continue forward and climb the blocks on your right for a small medipack and automatic pistol clips.  Note the nearby button that's out of reach.  A baddy shows up down below and disposes of the Samurai, so shoot him and take his large medipack before a second baddy (M16 ammo) appears. 

 

Get back to the blocks.  Pull the one on the end, at floor level, back two times and push it toward the entrance five times.  Move the one on the second row against the wall two times toward the entrance.  Get up on the first block and push the second block against the wall, forming a complete row.  Move the block on the third level all the way into the corner.  Get up on it and push the button to open a gate further along. 

 

Get down and proceed to the opened gate.  In the next room with the odd shimmering surfaces, cross to the opposite corner and find a pool.  Jump in, swim into the opening straight ahead and find the first MACHINE CHIP (prayer wheel).  In the center area of the pool you'll find 2 x uzi ammo.  I found nothing else, so pull out where you jumped in and follow the ledge to a corner where you can jump across to the structure where you found the prayer wheel.  Pick up the K3 and jump back over.  Follow the ledge to a button in the far corner which opens the door behind you.

 

Enter the next room, where a baddy is putting the finishing touches on a Samurai.   Deal with him and take his small medipack.  Around the corner is another baddy (large medipack), followed by another baddy (large medipack).  When you turn the next corner in the vast, empty hallway, you meet up with two more baddies (small medipack and grenades).  Open the door with your K3 and see how the Samurais fare with the baddies.  In my game, two Samuaris managed to kill one of three baddies before they were killed themselves.  Dispose of the remaining two baddies before a fourth baddy shows up.  Pick up 2 x grenades, M16 ammo, a small medipack, uzi ammo and a large medipack.

 

Find the open doorway in this room (the other door needs a key) and listen for the sounds of swinging blades.  Run up the stairs and simply shimmy past the blade traps.  (You do have to jump over the last one, however.)  Pull up onto a fenced walkway and follow it around to a central area policed by a Samurai.  Pick up the K2 on the raised tile, then continue along the walkway to reach a corridor.  Pass a closed door and drop down into a lower passage.  Slide down a long slope and climb the ladder.  Run forward and jump into the pool.  Swim around left and pull out into a corridor peppered with teeth doors.  Beyond those is an insanely long ladder.  Near the top, at a closed door, back flip onto a ledge.  Pick up the second MACHINE CHIP and pull down the wall switch to open the door.

 

Jump across to find yourself in a familiar corridor.  Return through the K2 room to find that the Samurai has killed a baddy.  Pause for his large medipack, hop over the first blade and shimmy past the others.  Pull up, run down the stairs into the large room and turn right to use the K2 to open the nearby door.  Wait for the Samurai to emerge, then enter.  Follow a second Samurai as he rushes forward to engage three baddies, and is promptly killed.  The first Samurai does much better, as in my game he joined the fray and killed two of the baddies while I dealt with the third.  Pick up 2 x shotgun ammo, a small medipack and M16 ammo, and 2 x uzi ammo, then proceed along the hallway (pausing for automatic pistol clips).

 

You reach a doorway with flames and rolling blades beyond.  Before proceeding forward, go down the passage to your right and note the rolling blade that guards the intersecting passage.  Wait until it passes to your right, then turn left and run to the RED PASS CARD.  Unfortunately, the blade rolls faster than you can run.  Run forward to the end and take refuge in the alcove to your left.  Return to your starting point and continue along the passage and turn left at the the corner.  Negotiate the many teeth doors as you make your way through the winding passage to a MACHINE CHIP and a wall switch that opens a needed door further along.  Return through the teeth doors to your starting point.  Hop down into the first hole and pull down the wall switch to douse the first flame.  Avoid the rolling blade while jumping forward, and repeat.   

 

When you reach the end, hop through the doorway you opened earlier.  Engage four baddies (2 x large medipack, 2 x small medipack, shotgun ammo, uzi ammo) and push the nearby button to open a door in the corner and release another baddy (small medipack).   Enter that small room and find a receptacle for an item you don't yet have.  There's an unmarked ladder in the wall to your right as you enter the room.  Climb up to a room with another receptacle.  Jump over to the walkway and follow to a keyhole for your Red Pass Card.  The gate opens in the large room below, so get down there and enter.

 

Turn left at the entrance and run to the wall, looping around left until you reach the BLUE PASS CARD.  Return to the entrance, continue forward and pull down the wall switch to open a gate.  You can see a prayer wheel in the cut scene, so make your way along the central spiral fencing until you reach the MACHINE CHIP.  Before leaving, explore the far right (from the entrance) corner of this room for the P2.  Find the opened gateway.  Enter another empty room and climb the long ladder in the corner.  Shift left over a ledge and climb down the other side. 

 

Get ready for another block puzzle.  Run forward from the ladder and pull the block on the floor back once, then pull it aside.  Get on it and pull the second tier block back once.  Get down and move the floor block down to its original position.  Push the second tier block once.  Move the floor block below the second tier block.  Find a second floor block and move it next to the first floor block.  Pull the second tier block onto the first floor block, then move the second floor block around so you can push the second tier block once.  Pull the second tier block once, then get up on it and push the third tier block against the wall.  Move the fourth tier block beneath the keyhole.  Use the Blue Pass Card to open a door back in the main room.

 

Use the ladders to get back to the main room.  The opened door is all the way across the room.  Shoot two baddies (grenades and large medipack) and enter the new room.  There's a closed door on the other side and nothing else to do in here, so return to the main room, run across to the small room with work tables you accessed earlier, and insert the P2 in the receptacle to open that door.  Return and enter a library.  Angle to the right and find a ladder at the end of the central shelves.  Climb up and shimmy past the first three swinging spike bags.  Pull up and jump diagonally past the next spike bag.  Shimmy past the next one, pull up and time a curved jump past the last spike bag to the P2

 

You know where that goes, so safety drop to the floor and return to the small room with work tables.  Climb the unmarked ladder to the right, shift left at the top, drop down and insert the P2 in the receptacle to open the final door in the main room (the one in the corner near the doorway leading to the library).  Go there, turn around and climb the long ladder to a walkway encircling the main room.  Follow the walkway to the fifth and final MACHINE CHIP

 

Get back down, go to the wall opposite the entrance and use one of your Machine Chips to open the door.  Repeat four times until you reach a room with a wooden ramp flanked by flaming bowls that leads to a huge gold medallion.  Run down the left aisle to pick up the P4, then run up the ramp and insert the P4 to open the door at the end of the right aisle.  Go there and run forward to end the level.

 

Level 7: LIVE STATUES

 

Slide down to a room with several dormant jade statues.  Hop down and run between the statutes to a wall switch in the right corner.  Pull it down to open the trap door behind you.  One warrior comes to life, but you can easily evade him if you wish by dropping into the water below.  Swim to the other side of the pool and into the opening in the lower left corner.  Surface in the next room, turn around and pull out to engage three knife-throwing thugs (2 x uzi ammo, 2 x grenades, large medipack and a P1).  As you approach the closed gate at the end of the hallway, four jade statues become warriors.  After they've turned green and exploded, use the P1 to lift the gate.

 

Run forward and engage another warrior.  When you cross into a wider hallway, a second statue becomes a viable warrior.  Run past another gauntlet of jade statutes after picking up 2 x uzi ammo in front of the first sloped slabs.  Only the first and last of these turn into warriors as you approach, then a third warrior materializes when you turn the corner to greet two knife-throwing thugs (2 x M16 ammo, 2 x uzi ammo, small medipack). 

 

At the closed ornate gate, climb the nearby block and push the button to open the smaller gate above you.  Hop down the first block and turn around to push the button that drops the trap door.  Drop down a long shaft into some water.  Swim through some hexagonal openings and up the long shaft in the far corner.  Pull out and shoot four knife-throwing thugs (large medipack, grenades, uzi ammo, automatic pistol clips).  Proceed to another jade statue gauntlet and engage the warrior who comes to life.  Repeat until you've killed a total of six warriors.  Trigger the trap door near the wall by walking close to it without falling in.  The last two warriors come to life, but you can shoot them with ease from across the opening.  Then hop over and pick up the P2.

 

Drop through the opening into the water below.  Pull up into a familiar area and go through the opened gateway all the way to that ornate closed gate.  Climb the blocks again, but this time jump across to the tall block on the other side of the hallway and use the P2 to open the ornate gate.  Five knife-throwing thugs (grenades, automatic pistol clips, M16 ammo, large medipack, shotgun ammo) pour out.

 

In the next room, go up the stairs starting at the closed gate.  Follow the ledge around and pull up higher.  Pull up right to a still higher ledge (the jade statue remains dormant) and follow the ledge around the room to meet an advancing warrior.  After he's dead, continue in the same direction to bring the jade statue to life.  Kill the second warrior.  Now what was the point of all that?  Oh, yes, the button at the end of the ledge, opening the gate down below.  Get there and jump carefully over the blade traps.  At the intersection, watch out for the boulder just to your left.  The way I beat it was to take a curved running jump into the passage and keep running just ahead of it until I could veer out of its path in the next room.

 

Of course, two jade statues turn into warriors, as do two others down the passage if you get too close to them.  Pick up 2 x large medipack and push the nearby button to open the ornate gate at the other end.   Go into the next room and guess what, a jade statute becomes a warrior.  This type, however, walks toward you and doesn't run, making him easier to kill.  When you approach the second jade statute at the end of the corridor, it also becomes a warrior as the gate opens.

 

In the next room kill three more warriors come to life, then climb the stairs (noting the closed gate in the corner).  Jump the ledges to a button to open the gate.  Take standing jumps over the blades and come to another boulder trap.  Wait for a knife-throwing thug to arrive and dispatch him before initiating the boulder run past dormant blades.  When finished, return to the thug and pick up the P2 he dropped, then go back down the boulder passage.  I found nothing on the back side of the central structure, so use the P2 to open the large gate.

 

Climb down the ledge to awaken four warriors, two of each variety (slow and fast).  Don't allow them to push you into a trench filled with spikes.  Better yet, take refuge up on a ledge and shoot them in complete safety as they circle aimlessly.  Go to the back side of the ledge structure to awaken two more fast-moving warriors.  After they're gone, push the two almost invisible buttons in the middle of the back wall of the structure to open two of the three gates in this room.  Go to the room on your right (as you face the buttons) and find a P1 inside to your right. 

 

Go to the other room and find that this one is going to be a bit more complicated.  Wake up the two warriors and take refuge by running a short distance up one of the ramps.  Look at the end of the right and left aisles for 2 x uzi ammo.  Run all the way up a ramp and pull up onto the bridge.  Wake up two slow-moving warriors and explore the base of the ladder for 2 x uzi ammo.  Climb the ladder and back flip to a higher bridge.  Kill the first warrior and wake the second warrior as you approach to pick up the P1.  When the second warrior is dead, pick up the grenades.  Climb back down and return to the main room.   Insert the two P1s to open the two ornate gates. 

 

Hop down and save your game before entering the passage to your left.  You need to outrun four boulders in succession, all in one go, so get started. 

You can tell in which direction you need to jump as you approach each connecting wall.  When you reach the open area, veer to one side to evade the last boulder.  Run around the pyramid structure to the left and locate the ladder.  Climb up to a ledge that affords access to the pyramid structure.  Jump there, hop to the other side, turn around and locate the ladder.  Carefully jump up to it, climb up through a hole in the ceiling and run toward the closed door to end the level.

 

Level 8:  THE HIDDEN TEMPLE

 

Begin in an empty room.  Run forward along the passage into a more ornate area.  As you emerge into the wide open spaces, a bridge drops to prevent your access to the next area.  Jump forward and fall a long, long distance into the water below.  Quickly swim forward and pull out.  Target and kill three fish in the water, then enter the long passage and shoot two tiny spiders.  They are followed by two huge spiders.  Follow the passage and pull up into a higher area.  Make your way past multiple teeth doors and come to a spiked area.

 

Pull up onto the brick ledge, flanked by breaktile rows, and run to the other side.  Nothing there, so it appears that you must trigger the breaktiles.  When you do so you find an opening down to your right near the end.  Glide down with a standing jump and action key depressed, and enter a large empty room with an inaccessible keyhole.  The moveable block is part of the ledge in the previous room.  Go there and pull the block back until you can push it against the wall underneath the keyhole.  Now you need a key. 

 

Find the passage in a corner of this room and follow it to some block steps. Climb up to a ledge overlooking a vast pool.  Climb more blocks to your right and pick up a KEY at the top.  You can see another key on the ledge ahead, but you can't reach it from here.  Go back to the previous keyhole and insert your unnamed Key to open the door below.  Follow the bridge and pull down the wall switch to open the door.  Continue along the passage until you come to a connecting passage guarded by a rolling blade.  Wait for it to recede, then follow it and use the alcoves for safety.  The last alcove on the right has a closed gate.  The last alcove on the left has a wall switch that opens that gate.

 

Be careful, as the entrance to the next area is guarded by a rolling blade.  Run up the ramp and trigger the first boulder.  Pull up onto the second ramp to trigger the next boulder, hop back and side jump.  Get back onto that ramp and run to the top.  Jump right to the ledge and trigger a third boulder (I took an angled jump and an immediate back flip).  Play chicken with a rolling blade and come to the end of this ledge.  Pull up to a higher ledge, pull down the wall switch to open the door, and follow the long passage.

 

Beware of the rolling blade in the intersecting passage and follow it to an alcove on your right.  Drop down onto a ledge and shoot an eagle.  Pull up onto a higher ledge and follow it to that KEY you saw earlier.  Jump into the water below and pull out on the ledge with a keyhole you've already used.  However, use your new Key to open a door down into the water and release two fish.  When you've killed them, jump into the water and locate the opened door. 

 

Swim inside and all the way to the back.  Locate a place on the back side of the far structure where you can pull out.  Climb to the top, jump to a ledge against the wall and from there into an opening, and down into a trench.  Go left and meet a huge spider.  Continue through an open area and onward to an opening in the canyon wall.  Jump across to a ledge and go around to the right to pull up higher for the unnamed LION'S HEAD.  Jump into the water below and swim away from the structures through the open doorway.  Surface and pull up onto the ledge diagonally across to your left.  Insert the Lion's Head to open the door below.  Swim inside and follow the long passage to a shaft leading up. 

 

Pull out, run forward up the steps and slide down between the giant dragons.  Go around to the right, note the closed door and receptacle, and climb the ladder.  Pull up and run across the bridge for a LION'S HEAD and a KEY.  Go back, climb down and insert the Lion's Head in the receptacle.  Enter the next room and dodge the rolling blades to pull down the wall switch.  Hop up into the passage and follow to a ramp in a lava room.

 

Run up the ramp and evade the swinging spike bags on the way to a door that opens upon your approach.  The passage inside is lined with breaktiles, so run without stopping to an outside bridge.  Stop as soon as you get on the bridge.  Hop back and grab the edge, and shimmy along the bridge until you're at least one square away from the end.  Pull up to trigger a boulder and immediately hop back and grab until the boulder rolls by.  Pull up and walk as close as you can to the springboard tile without touching it.  Take a standing jump forward to land on the bridge ahead. 

 

Hop down left and approach the ramp with another springboard tile at the bottom.  Save your game, just in case.  Slide a short distance down the ramp and jump to clear the springboard (being sure, of course, not to jump too far).  Bring Lara's heels as close as possible to the edge of the springboard, then attempt a back flip (not a hop back).  Instead of going back, Lara will be propelled up and forward to land on the higher ledge (thanks, manarch2).  Run to the other end, hop over the ramp and wait there until a boulder comes rumbling to a stop. 

 

Approach the next ramp around the corner to trigger another boulder.  Clear the third ramp and climb the blocks at the end.  Pull up to a still higher ledge and follow around the corner until a final boulder is triggered.  Hang from the edge until it rolls safely past you.  Pull up and jump to a bridge with a springboard at the end.  You have to jump straight up and grab the edge of a hole in the ceiling.  Simply run forward onto the springboard and be prepared to make your grab at the top of your leap.  Needless to say, save your game again after accomplishing this.

 

Run toward the closed gate and pull down the wall switch to open it.  Run across a breaktile bridge to a LION'S HEAD.  Slide down the ramp to your right, drop down the hole in the center of the sloped area below and fall into some water.  Follow the long passage to a hole where you can pull out.  Climb up and drop down the other side into the rolling blade room.  Insert the Lion's Head in the receptacle on this wall to open the door to your left.  Go inside and up the stairs on the right side to a wall switch that opens a gate down below.  Go back and up the stairs on the left side to a wall switch that opens a second gate down below.

 

Go through the open passage and save your game before you enter the next room.  The spiked ceiling starts descending as soon as you do, and you need to find and pull down three wall switches to open the exit gate.  Look left and see the exit gate.  Warning: If you pull down the switches in a different order than the one prescribed below, an invisible barrier at the open gateway will prevent your further progress.  Start by running diagonally to your right and pulling down the switch in the wall opposite the gate.  Turn left and run diagonally to the next wall switch.  Pull it down, reverse roll and run to the opposite wall to pull the third switch.  By this time the ceiling will have descended to the floor.  Reverse roll and walk carefully along the narrow passage to the center of the room.  Turn left and follow a similar narrow passage to the exit gate.  Save your game again before entering the next room.

 

A spike wall comes at you from your left.  You need to pull down four wall switches in the wall to your right to open the exit gate.  No spikes in the next room, thank the Lord.  Run forward and slide down a long slope.  Turn left and follow the passage until you reach an opening laced with spider webs.  Four huge spiders are waiting for you in the next room.  Run up the stairs, drop down and run forward.  Use that Key you've been carrying around for a long time to open the gate.  Go inside, climb the insanely long ladder, shift left near the top and drop down into a passage. 

 

Follow to a wall switch that opens the gate.  Enter to find that you've accessed the area you saw when the level began.  Run toward the plinth to end the level.

 

Level 9: THE LAST BATTLE

 

Run down the passage and watch the first gate lift as you approach.  Pick up 2 x grenades and a large medipack in one corner, 2 x uzi ammo (we're almost through here, where are those uzis?) and a large medipack in the other.  The second gate has opened as well, so go past a jade statute to bring it alive.  Kill the warrior and go up either set of steps leading from the entrance.  Pull down one wall switch, then side flip to pull down the second one.  Each time, a gate lifts in a many-gated passage. 

 

Get down to the floor and approach your choice of jade statues on the sides of the room.  Kill the warrior, pull down the wall switch that lifts another gate in the passage, and repeat on the other side of the room.  Now go up the stairs opposite the entrance and pull down two more wall switches to lift the last remaining gates.   Finally, revive and kill the last warrior and proceed down the passage into the next room and encounter no fewer than seven knife-throwing thugs.  Go around the room and pick up 2 x shotgun ammo, grenades, M16 ammo (and where, pray tell, is the M16?), a GOLD DISC, and 2 x uzi ammo).

 

Locate the ladder on the back side of one of the pillars and climb up to an alcove and find a receptacle for your Gold Disc.  A gate opens to a red-tinted room.  Run through the wide passage toward that room and bring four jade statues to life.  Kill the warriors and enter the red-tinted room.  Jump into the nearest hole and swim around for 4 x grenades, 2 x large medipack and 4 x uzi ammo.  Pull out to find that a huge dragon has materialized.  Avoid its flaming breath as you endeavor to pull down two wall switches on opposite sides of the room, opening the exit gate and another gate further down the passage.  Make your escape and run down the passage to end the level and the game.  Watch the closing credits and wait for your final stats to appear on the screen.