THE LAST EMPEROR

 

Levels by TR1997

 

Walkthrough by Phil Lambeth

 

 

Level 1: RETURN TO THE VENICE

 

Lara begins in stark, empty tiled area.  Turn right, run forward and into the narrow alley to your left for the PISTOLS.  A little farther down the alley a door opens to your left and out come a doberman and a baddy.  In the room they came from is a ledge with a wall switch at the far end.  Pull it down to open a door elsewhere.  Go back to the alley and turn right toward the direction from which you entered.  Locate the open door and kill the thug and doberman that emerge. 

 

Enter the large empty room and hop onto the crate in the near corner to your right.  Climb up and find a ladder leading to an upper room.  Back flip into an alcove, turn around and pull up to slide down into a new large and empty area.  Jump across the gap and grab the ladder on the nearby building.  Climb up to the roof and run to the other end for the GUARDHOUSE KEY.  The easiest way to get back is to slide down either side and hop back to the previous room.  Locate the hole and drop down onto the crates in a familiar room.  Exit, loop around to the right and follow the narrow alley to a courtyard.

 

There's a keyhole practically in front of you, so there's no need to venture further.  Enter the guardhouse and climb the ladder.  As you pull out you can see a baddy wandering about on the adjacent roof to your left, so run/jump over there and pull up to engage him.  Take the small medipack he drops and go to the far left corner where you'll slide down to an area with a floor shaft.  Drop down onto some block stairs and kill the doberman and thug waiting down below.  Get down and grab the large medipack dropped by the thug.  Push the button in the corner to open a door somewhere outside and release a thug, then pull down the wall switch to open the exit door.

 

The thug is just outside, so kill him and pick up the large medipack.  The door you opened with the button must be close by, so go outside, run around the right side of the brown guardhouse and find the open door in the next building.  Enter another empty room, jump into a window ledge and shatter the glass.  Hop down into the next room, climb up onto the ledge and find the P2 (crowbar).  Go back outside, loop around to the right, run down the long alley and turn left at the intersection.  Find the receptacle that accepts your crowbar and open the door. 

 

Shoot a rat, enter and go to the far wall.  Get down to the floor below and pick up 2 x automatic pistol clips in the corners.  Climb back up and use the blocks to access a ladder leading up to the roof.  Kill two thugs up there  and use the ledge to jump across to the neighboring roof.  Run across to pick up the P1 in the corner.  Jump back to the previous roof, climb down the hole and exit through the open door to the street.  Turn right and use the ladder to climb up to the next room.  Continue up the facing ladder for automatic pistol clips, uzi ammo and the RUSTY KEY.  Get back down and follow the roof line.

 

Take a running jump into the canal below and pull out.  Shoot the doberman and baddy, pick up the uzi ammo he dropped and locate the receptacle that accommodates the P1.  Enter the opened doorway and pick up another P2.  Go back out, loop around to the right and locate the shotgun ammo.  Jump into the canal, swim to your left into the opening and pull up onto the wooden ledge.  Push the button to open the nearby doors and hop into the waiting speedboat.  Drive it outside and along the wide canal until you reach the far wall.  Turn right to find a ramp.  You can drive the boat up the ramp, but it will take some doing.  On the other side, find the stairs and dismount (ALT plus arrow key).  Locate the receptacle up the stairs and insert the P2 to open more doors.  Get back to the speedboat and drive it up the next ramp and right into the open doors.  Dismount at the steps in the corner and climb up to reach the ladder.

 

Climb the ladder to the roof.  Jump across to the next building and locate the keyhole.  Insert the Rusty Key to open doors near where you left the speedboat.  Return there and drive through the open doors.  Dismount and climb the crates on the left side for automatic pistol clips and a large medipack.  Kill the thug and take his small medipack.  Find two moveable crates on the right side and move them to reveal a wall switch.  Pull it down to open the door below.  Go there, kill the doberman and exit to your left.  Locate a stage-like area and kill a thug and a baddy there.  Push the button in the corner to open a door next to you.  Enter a large room and find two thugs inside. 

 

Locate the ladder in the far left pillar and climb up to the opening.  Follow the ledge around to the K3.  Get back down, locate the keyhole and use the K3 to open the door.  Return to Venice yet again and find another closed door requiring a key.  Go to the side of the building behind you and to the right, locate the ladder and climb up.  You'll find K4 on the roof.  Get back down and use K4 to open the door.  Enter and finally, finally, you reach the end of the level.

 

Level 2:  ANCIENT VENICE

 

Leave this room and turn left outside.  Pull down the wall switch to open a door.  Go down the alley on your right to find the open doorway.  Enter and climb up onto the ledge.  Pick up the shotgun ammo on the way to a button.  Push it to open another door and release assorted enemies.  You can wait for the arrival of a thug and take his large medipack when he's dead.  The doberman and other baddy are too smart to enter, so you'll have to go outside to engage them.  As you do so, another doberman and baddy show up.  Pick up the uzi ammo and small medipack, then locate the opened door around the corner from this one.  Enter a checkered plaza.

 

More windows to shoot out on the left, but first run to the back wall, turn around and locate the ladder on the pillar.  Climb up to the upper ledge and run about for uzi ammo, automatic pistol clips, the AUTOMATIC PISTOL and the STEEL KEY, and finally some shotgun ammo.  Get down and exit through one of the shattered windows.  Follow the wide alley to a closed door and a keyhole.  You know what to do with that Steel Key.  Enter the room and kill three rats and a thug.  Vault up onto the table and pull down the wall switch to open double doors outside.  Pick up the SHOTGUN and exit this room.

 

Find the open doors and enter.  Kill two baddies and pick up the shotgun ammo and IRON KEY they drop.  Nothing else to do in here, so exit and loop around to the right.  Follow the narrower alley to a canal and ignore the speedboat for the moment.  Look to your right to find a closed door and a keyhole.  Open the door with your Iron Key to release a thug who drops automatic pistol clips.  Inside are stairways leading to the UZIS at one end and a button at the other.  Pushing the latter opens a door near a bay of gondolas.  You can shoot a window and get out that way if you're feeling creative.

 

Return to the speedboat, mount it and drive along the canal to the gondolas.  Back up to the wall next to the ledge and dismount.  Enter through the open door and shoot a baddy.  Climb the ladder and follow the ledge to a window.  Shoot it and go outside onto a balcony.  Use the break in the railing to jump across to an awning.  Jump the awnings and get on the roof of the next building.  It's a vast area up here, but I didn't find anything interesting on any of the surrounding balconies.  Run to the far side to the roof and pull up onto what looks like a chimney.  Jump across to the neighboring roof, run straight forward to the far wall and pick up a hard-to-see BOATHOUSE KEY near the left corner.  Use the chimney to jump back to the other building and turn right to get back to the red awnings.

 

Jump into the water below and get back into the speedboat.  Drive it past the gondolas to the right and follow to a ledge where you can dismount briefly for grenades and a large medipack.  Drive to the next ledge, dismount and open the door with the Boathouse Key.  Shoot a couple of rats in the next room and pick up the M16.  Return to the speedboat and continue driving in the same direction to an open doorway without a ledge.  Jump directly inside and engage two baddies.  Climb the long ladder and pull up onto the roof.  Kill the baddy on the neighboring roof, then take a standing jump and grab to get other there. 

 

Pick up the small medipack dropped by the baddy and pull down the wall lever in the corner to open large doors in the canal.  You can jump down into the water from here and pull up onto the ledge near where you left the speedboat.  Enter the room for the GRENADE LAUNCHER, then return to the speedboat and drive it around to the back of this building where you'll find the open doors.  Squeeze the speedboat into the narrow opening and dismount in front of large closed doors.  Climb the nearby blocks and pull down the wall switch to open those doors. 

Get down, enter and kill two baddies.  Relieve them of their uzi ammo and small medipack.  Pull down the switch in the corner to raise a door outside.  Return to the speedboat and drive a short distance until you find the raised doorway.  Enter and dismount on a ledge near a ladder.  Climb the ladder and pull up onto a roof that you couldn't access earlier.  Let's see, now, there must be something to do up here.  Ah, yes.  Make your way along the roofs, jumping as needed, until you reach a wall switch.  Pull it down to lift a gate in the canal.  May as well drop down into the water from here, as the speedboat isn't far away.

 

Drive forward, ignore the first left (leads to a dead end) and take the first right to the opened gate.  Drive through, dogleg a bit to the right and continue to a wall.  Turn left there and see another opened gate.  Drive toward the closed doors, which open upon your approach, and go to the next level.

 

Level 3: GOLDEN GATE

 

You're still in the speedboat, so drive forward to the first ledge and dismount.  Enter the opening and follow to draw out a thug who drops a large medipack.  Continue along the passage past a row of windows (can't shoot these, sorry) to a wall switch that opens the double doors near the speedboat.  Go back there and engage a baddy.  Enter the room and find a sloped block against the far wall.  Use it to climb up to a balcony where another baddy awaits.  He drops automatic pistol clips.  Use the ladder to shift right as far as possible and drop down in front of the opening.

 

Follow to a ledge overlooking the canal.  Jump to the ladder on your left and climb up to a higher ledge.  Jump around the red awnings in a clockwise direction (it's fun to see if you can go all the way around without stopping) and wind up on a balcony.  Go around the corner and pull down the wall switch to open more double doors down in the canal.  Take a swan dive over the railing, get into the speedboat and drive to the end of the canal.  Dismount and enter the opened doorway.

 

A thug and a doberman come bounding downstairs to greet you. Pick up the small medipack and explore the downstairs area to draw out another doberman.  Then go upstairs and loop around either right or left.  Continue up more stairs and take a running jump and grab to a ledge.  Pull up and turn left for grenades and a large medipack, then reverse roll and run the other way to pull down a wall switch that opens the double doors downstairs.  Retrace your steps and enter the huge but empty room.  Kill two dobermans and a baddy, pick up the uzi ammo and pull down the wall switch in the near right corner to open the door.

 

Enter the barren hallway and follow to encounter a thug (small medipack) and a doberman.  Pull into the opening at the end and follow to a slide that brings you down into a room with two baddies and two dobermans.   Go up the ramp on the far side of the room and note the closed double doors down to your right on the way up.  Follow the wooden beams to a wall switch that opens one of the doors (the one directly behind you, to be exact) to reveal another wall switch.  Repeat twice more until you acquire the LIBRARY KEY.  You have a good idea where that goes, so head back down the ramp to those closed doors you noted earlier.   Not surprisingly, the Library Key opens them.

 

Enter, go to the back and start climbing blocks.  When you reach the top, head out to the balcony for a large medipack and the DETONATOR KEY.  Get back down to the room with the ramps and find the keyhole.  Use the Detonator Key to open the nearby door.  Nothing detonates, but out pop a baddy (grenades) and a doberman.  The empty room leads to another portion of the canal and another speedboat.

 

Drive through the arch and follow the canal to some stairs.  Dismount and run up to a ladder.  Climb up to a roof and don't bother exploring the vast empty spaces up here.  Instead, dive down into the water and swim along the central alley until you see an opening to your left.  Swim inside and locate an underwater lever to your left.  Pull it to lift an underwater gate elsewhere.  Exit this room, swim forward and slightly to your right.  You'll soon come across the lifted gate.  Enter to find another underwater lever, which when pulled opens a door somewhere nearby.

 

Exit, surface for air and find the opened door.  Pull up onto the ledge and enter.  Shoot a doberman and pull down the wall switch in the corner opposite the keyhole.  Another door opens outside, so jump back into the water and locate the nearby open doorway.  Pull up, enter and shoot a baddy who drops the LIBRARY KEY.  Return to the previous room and use the key to open yet another outside door.  This one is at the other end of the canal, so swim a fairly long distance to find it.  Pull out and enter a room with a block next to the wall.  Use it to access a shootable window.

 

Shoot the opposite window across the canal and jump over there.  Shoot a thug (automatic pistol clips) and pull down the wall switch to open double doors leading to a library.  Exit, jump into the water and turn right.  Swim until you reach a long ledge and pull out.  Follow to the opened doors and enter the library.  Kill two dobermans, a baddy (uzi ammo) and a thug (small medipack).  Turn left into the bookshelf aisle and find a small room where you can see a high wall switch.  How to get to it, however?  Go back to the central aisle, run to the far wall where you'll see a closed door, loop around to the right and in the near right corner of the library (from where you entered) you'll find that the end portion of the shelf is climbable. 

 

Run along the top of the shelves and jump over to where the wall switch is.  Pull it down to open the door you saw earlier.  Jump down and enter the huge empty room.  Turn right as soon as you can and go through an archway.  Run onto the raised patio to open the double doors to your left.  In the new empty room the windows are shootable, but there's a closed door in the next room that needs to be opened.  Run up the ramp, climb the block and jump along the chandeliers to reach an upper ledge.  Run to the other side of the chimney and jump more chandeliers to the far ledge.  Pull down the wall switch to open the door in the next room.  Get down and go there.

 

You find yourself back at the canal with no speedboat in sight.  Jump into the water and swim through the long underwater passage until the level comes to a merciful end.

 

Level 4: HIDDEN OPERA

 

You're still in the water, but with a fresh lungful of air.  Swim forward, turn left at the end and find a place to pull out.  Take a banana jump past the wire mesh fence and climb the ladder.  Run forward and look down right.  You can see a baddy running about on the ledge below, so jump into the water, pull out onto the ledge and shoot him.  Pick up the shotgun ammo and hop into the nearby speedboat.  Drive a long distance along the canal, up and over a ramp and toward the double doors that open upon your approach.

 

Quickly dismount and engage a baddy (shotgun ammo) on your left and a thug (small medipack) and a baddy (automatic pistol clips) on your right.   After dealing with them, get back in the speedboat and drive along the arched passage to the next area.  Dismount as soon as you can and jump into the water.  Locate a nearby underwater opening and follow the long passage to a room where you can pull out directly over the opening.  Climb the blocks on either side after picking up the uzi ammo and automatic pistol clips in the corners.  Shoot the window at the top and drop down onto a wooden ledge in the previous area.  Follow the ledge to a wall switch and pull it down to open a door elsewhere.

 

Return to the speedboat, pull out onto the ornate area.  Use the chandelier to reach an upper ledge.  Locate the door you opened with the wall switch and enter a room with a wire mesh floor.  Engage two thugs who are surprisingly hard to kill.  Go to the rear of this room and find two wall switches on the back sides of the corner pillars.  Pulling them down opens two gates in the previous room.  Return there and turn left first to obtain a needed key.

 

Enter a large blocked area and turn right to find a single block where you can begin a climbing and jumping exercise.  Everything is quite intuitive from here, so I won't insult your intelligence by spelling out the moves.  When you've gone as far as you can, pick up the ORNATE KEY and safety drop to the floor.  Exit this room and run along the walkway to the opposite opened gateway.  Find the single block near the back wall and repeat the climbing and jumping exercise until you reach a receptacle for the Ornate Key.  Insert it to open a hidden door in the area where you earlier encountered multiple enemies.  Get back there, using the speedboat to save time, and find the opened doorway at the corner of the "stage."

 

Drop down onto the wire mesh floor and shoot a doberman and a baddy (automatic pistol clips).  Note the hole in the floor below, near the middle of the room.  Head for the far corner and pull down the wall switch, noting the key on the floor beneath you.  A gate is opened outside, so leave this room, get back on the speedboat and drive through the arched passage all the way around the central island.  Dismount at the ledge and go through the opened doorway. 

 

Kill three dobermans in the next room and locate the water hole near the middle of a side wall.  Jump in and swim down the shaft and along the long passage until you can swim up and wade out onto the ramp.  Pick up the K2 in one corner and a large medipack in the other.  Swim back to the previous room and pull out.  Locate the keyhole in the far wall beneath the windows and insert the K2 to open the door to your left. 

 

Turn right in the next room and locate the ladder in the corner.  Climb to a higher ledge and run along the roof line to a bridge spanning the room.  Hop onto the bridge and run to the other side, where you'll find a wall switch.  Pull it down to open the door opposite the ladder (together with a few more not shown in the cut scene).  Get back down and find the other open doors first. 

One of them, with wooden walls, contains a wall switch that opens another door.  The other one nearby rewards you with a large medipack.  Go to the door opposite the ladder and find another opened door inside.  This one leads to a canal area and a speedboat.  Drive a long distance along the canal until you reach a new area and a level change.

 

Level 5:  THE TEMPLE

 

You begin in a new environment, dropping a bone-jarring distance to land on a pillar.  Climb down the ladder and find yourself weaponless in a room with a closed door, two unreachable openings, no switches and seemingly nothing to do.  However, that marked floor tile is a springboard.  To use it, face the high opening and walk toward the springboard, getting as close as possible to the edge without actually touching it.  If you go too far, you'll activate the bouncing mechanism that will cause you to jump up and down perpetually until you reload.  Take a standing jump forward and you'll soar up to the breaktile.  Run forward quickly into the passage before it crumbles.

 

At the end of the passage, slide down into a room dominated by pillars.  Find another springboard.  Now that you're getting the hang of it, jump up to the ledge spanning the lower ledge you slid down to.  You have to grab the edge this time, or you'll fall to your death.  Pull up and find a breaktile bridge on the other side of the ledge.  Save your game before you start to run, because you need to take a rather perfect jump at the end to reach the far ledge.  Pull up, turn right and run forward into a passage that finally brings you to another breaktile bridge.

 

Jump or pull up at the end onto a ledge and follow it to your left.  Pull down the wall switch to open the doors in the beginning room.  Jump over to the adjacent ledge and pull down that wall switch to open the door above the key you're going to get next.  Go the other side of this ledge and run off left onto another breaktile bridge.  Hop up for the YELLOW PASS CARD and pull up past the door you opened.  Follow the passage past a cut scene that shows a door opening.  At the end, slide backwards down the slope and safety drop into the beginning room.

 

Go through the opened doors into another room dominated by pillars.  In the next area run up the stairs to your right and through the open doorway into a passage.  Slide down at the end and save your game.  When you step onto the blue floor you activate a series of spike walls, so you need to make the run in one go.  Run diagonally to the right across the room and continue as fast as you can, running and jumping to stay one step ahead of the moving walls until you finally reach an area of safety.  Catch your breath and look back for an essential artifact on the floor.  Pick up the PI.  (If you miss it and later get to the place where you need it, you find that you can't get back here.  Incredibly sloppy gameplay.)  The next spiked wall is a particularly long one.  If you hug the wall to your right you should just barely make it.  When you reach the end you encounter a closed door.  Look back and see a wall switch in the corner.  Go there and pull it down to open the door. 

 

Loop around to the left in the next room and pull down the wall switch.  Climb the ladder across the room and follow the passage to an opening that overlooks a room with four rolling blades.  If you safety drop from the middle of the opening and follow the black line in the middle of the floor, you can get across without having to take any evasive action.  However, there are four levers in this room, which when pulled will disable the blades in the passage just ahead and save you untold grief.  Climb the ladder at the end and pull up into a passage with blade traps, which hopefully you have disabled.  If not, stand at the right wall and take standing jumps just as the blades retract to minimize your health loss (remember, you have no medipacks either).  Pick up the GREEN PASS CARD along the way. 

 

In the next room a wall switch on one of the rocky blocks opens a door in the floor.  Drop down into a pool of water and pull the nearby underwater lever to open the door at the other end.  Swim through the passage and surface in a much larger pool.  Pull out anywhere and look for a springboard near the wall.  Face the corner pillar and jump to it.  Grab and pull up.  Turn around.  It looks as if you can make it across to the ledge with a running jump, but trust me, you can't.  Instead, make a long trek counterclockwise around the room, jumping from pillar top to pillar top.  Good thing, too, as along the way you'll pick up the K4.  When you get to the final corner pillar you'll pull up to find a breaktile bridge.  Use it to get across to the exit ledge. 

 

Follow the passage lined with menacing faces until you reach a new room.  The left fork leads to a dead end, so continue straight and pass a sloped block.  At the end of the passage you'll find two closed doors.  Pull down the wall switch to open another door elsewhere.  Return to the sloped block, back flip onto it and jump off to grab a crack in the wall.  Shimmy all the way to the right and pull up into an alcove.  Climb the block ahead and follow the passage to the opened doorway.  Turn left and jump over to a ledge with a wall switch that opens one of the two doors below. 

 

Get down there and enter to find a receptacle and many blocks with wall switches.  Using only the one in the far right corner, directly across from the entrance, opens the other door outside.  The others you can leave alone.  On the way out insert the P1 in the receptacle to open the doors in the next room.  Go there through the opened doorway to your left.  You come to a room where the opened doorways lead to a lava room.

 

Starting with the block on your left, jump around the room in a clockwise direction.  When you reach the last block, jump to grab a sloped ledge and shimmy left until you can safely drop.  Hop up left into the passage and follow to a slope.  Slide down into a colorful room with three keyholes.  Turn around and insert the K4 to open the double doors above the other two keyholes.  Pull up and use your other keys to open doors farther along.  Continue forward and up the stairs.  At the top, pull up into a higher room with opened doors at the far end.  Run across the large room toward an artifact suspended in midair, and you're taken to the next level.

 

Level 6:  TEMPLE OF THE ALPHA ARIS

 

A gate lifts in front of you as you begin in an Arctic setting.  You're still without weapons or medipacks.  Run forward and climb the blocks, triggering a cut scene of another gate lifting.  Pick up the PISTOLS at the top.  You'll need them, as three eagles show up.  Slide down into an outdoor room and kill two tigers

 

Don't bother trying to go through the opened gate, as it slams shut as you approach it.   Instead, open the gate on the other side with the wall switch and enter.  It also slams shut, but not until you've entered the next room.  Kill an eagle and go down the left side of that odd pulsating building.  Locate a wall switch near the far wall and pull it down.  A door opens at the front of the building, so go back and enter.  Climb the central structure and, facing the entrance, pull up through a hole in the ceiling. 

 

Kill two eagles, then jump over in the direction from which they came and pull down the wall switch in one corner to open the exit gate.  Pick up the RED PASS KEY in the other corner and make your way back down and out.  Proceed toward the gateway and watch the first gate drop down as you approach it.  However, there's a phantom hole in the ground next to it.  Pick up the small medipack at the bottom and follow the passage to pull out into a room where two eagles await.

 

You find yourself on the other side of the gate that would have slammed shut in your face earlier.  There are a number of receptacles in this area, together with a keyhole at the top of the stairs that accepts your Red Pass Key and opens a gate.  Continue up the stairs to your right or left and find the opened gate.  Vault up and turn left to find a small medipack and a SHOTGUN.  Go to the other side of the ledge and pull down the wall switch to open a gate in the room below. 

 

Cross the bridge and turn right (triggering a brief cut scene) and pull down the wall switch to open the other gate down below and release some tigers. 

Run to the other side and pick up the K2 and the AUTOMATIC PISTOLS.  Go back halfway across the bridge and jump to the slope to get down more quickly.  Kill three tigers and go through the large double gate opening.  Run between the lakes of molten gold as the gates close behind you.  Use the K2 to open the door and release the two tigers you saw in the cut scene. 

 

In the next room sprinkled with many pillars there are closed double doors on the right side and a large opening on the left side.   Go left and follow the passage to an intersection.  Turn right here and go past the opening on your right (leads back to the hub room).  Go through the opened double doors and come to a brightly lit room with a cross-shaped pattern of tiles in the floor.  Stepping on the tiles seems to open the doors.  I found that stepping on them at random works quite well.  One doorway leads to a wall switch, the one to its right leads to a MACHINE CHIP.  When you pull down that wall switch, doors to Egypt open in the hub room.   Go out and step on tiles until the door on the far left opens.  Go there for the UZIS and a large medipack.  Use the same technique to open the door on the far right, leading to the M16 and the GRENADE LAUNCHER.

 

Exit this room, take the first left and return to the hub room.  Locate the doorway to Egypt straight ahead and run down the passage.  The barrier to your left can be shattered with pistol bullets, so continue along the passage until you reach the far wall.  Use the sandy ledge to climb up onto the central structure.  Look into the water far below, but don't jump down from here.  Instead, locate a hole in the floor between the wall and the central structure and climb down the ivy ladder.  Turn around and push the block once.  Climb back up, and now you can jump into the water below.  Swim into the wall passage.  Surface, pull out, run forward and climb the blocks for a MACHINE CHIP and a large medipack.  Jump diagonally to a wall switch which opens double doors somewhere.   Turn left, pull the block back, climb over it and use the ivy ladder at the end of the passage to get back up.

 

Exit this room and go through the opened double doors on the other side of the passage.  Go to the far wall and find a hole in the floor.  Climb down the left side (as you face the hole) to avoid the spikes on the ground far below.  Walk through the spikes to the block, pull up and walk through spikes to pull up into a safe alcove.  Turn to your right and take a standing jump to grab the higher ledge (tricky, so save first).  Pull up and turn left into the alcove for a MACHINE CHIP.  Walk out to the corner of the spike ledge and take a standing jump down to the safe corner.  Climb the long ladder back up to the passage.

 

Return to the hub room, go straight across and follow the icy passage to the intersection.  Turn left and come to a ledge surrounding a lake of molten gold far below.  Kill two tigers and locate a long ladder in the wall of the lake.  Climb all the way down, pick up a MACHINE CHIP at the bottom and pull down the wall switch to open some double doors.  You can see another artifact far off in the distance, so climb back up and locate a second ladder on the other side of the lake.  Climb down, pick up another MACHINE CHIP and pull down the wall switch.  Get back up and climb the ladder on the column jutting out of the wall.  As you pull up and step forward into the passage, a couple of snowballs come rolling your way, so hop back a few times and grab the ladder on your way down.  After the snowballs have sailed by overhead, climb back up and proceed down the passage.

 

Emerge to find yourself in a previously explored area.  Go down the stairs and use two of the Machine Chips in the receptacles flanking the keyhole.  Each time a door opens and you're encased in a phantom block.  Locate two more Machine Chip receptacles in the alcoves behind and below you.  The fifth and final receptacle is above a block at ground level.  Return to the passage to Egypt through the hub room.  The double doors at the end are open, so enter the passage and go through the opened doorways to a new room.

 

Kill two eagles and look for a block ladder near the entrance.  There's no need to explore this lower area, which is infested with spike fields.  When you reach the upper ledge, jump over to a bridge and pull down the wall switch.  Hop onto the block for some grenades and run across the bridge into the open doorway.  Follow the passage to the finish trigger.

 

Level 7:  PRISON

 

Step forward and push the button.  Nothing happens, so ignore the admonition on the block and step around to the other side to push another button.  Turn around, go to the open doorway, jump to the column and step forward to pull down the wall switch.  Turn around and run off left onto the slope.  Slide down a few slopes until you reach a level area with a nearby button to push.  Turn the corner to the right and push another button.

 

Take a running jump across to the open gate and pull up.  By the way, you again have no weapons or medipacks.  As you approach the block two guards come to life, so quickly run around and push the button on the back side of the block and run around to gain some distance before jumping back to the previous ledge.  Climb the ladder next to the button (a trap door has conveniently lowered) and pull up.  Jump to the open doorway where you began the level and go to the other side where the door is now open.

 

Take a running jump and grab the ice pillar.  Pull up and continue jumping and grabbing until you reach a stepped ledge.  Follow through the open gate to a room with multiple dormant green statues.  Pick up the shotgun ammo (although the PISTOLS and SHOTGUN show up in your inventory) and pull down the wall switch before the three awakened guards reach you.  Be careful, as they can push you right through the iron bars to your doom.  Note the receptacle on the other block, which means you'll have to return here later.

 

Go to the opened gateway and climb down the long ladder.  About halfway down back flip onto a ledge for some grenades.  Jump back to the ladder and climb all the way down to the floor.  Run to the far corner and awaken a guard.  The cage he was guarding is inaccessible, but three more guards inside walk right through the walls toward you.  Keep running around the perimeter of this large room until you find a pillar with a ladder near the wall.  Ignore it for now, as it leads to a closed gate.  I couldn't find anything else to do down here, so I returned to the first ladder and back flipped to the ledge where I found the grenades. 

 

From here, take a running jump and grab the suspended ice block.  Pull up and continue jumping and grabbing until you reach a ledge with M16 clips and a P1.  The gate across the way is closed, so retrace your jumps and grabs back to the first ledge and climb all the way back up the ladder to the room where you saw the receptacle.  Not only does the P1 fit it, but a cut scene shows a gate opening at the base of the ladder.  Get back down to the floor and enter the new cage.  On the back side of the far block is a wall switch that opens the gate near the ledge where you got the P1.  So go back there with the painstaking jumps and grabs and pick up the uzi ammo.  You see another receptacle, but go to the back side of the far block and push a button.  A cage opens down at floor level, so get down and look for it.

 

The cage in question is in the far back corner.  Enter and pick up a P2 and 2 x grenades, awaking two guards in the process.  You have a good idea where the P1 goes, which requires yet more backtracking to get to the receptacle you saw not long ago.  Sure enough, that receptacle accepts the P2, opening another cage at floor level.  This is the huge double cage not far from the ladder.  Enter the empty cage and find that the opposite gate opens as you approach.  Two guards in the adjacent cage are awakened.  There are three wall switches arranged in a row.  The left one opens a cage at floor level.  There's no clue as to what the middle one does.  The right one opens a door flanked by two jade statues.

 

Exit both cages and run diagonally to your left to find an open gate.  Pick up 2 x shotgun ammo at either end of the entranceway before entering the cage proper.  Explore the other alleys for a large medipack, automatic pistol clips and uzi ammo before returning to the main cage.  Push a button in the central structure to lift a gate elsewhere.  Exit this cage and go to that ladder near the wall that you noted much earlier.  Climb both legs to the top and run through the opened gateway. 

 

One of the jade guards is awakened inside.  Pick up the 2 x uzi ammo and large medipack in the far corners and pull up into the doorway you opened earlier.  Follow the long passage to an opening overlooking one of the upper cages.  Hop down and pick up the automatic pistols clips, the 2 x small medipacks, then push the button.  A gate lifts near you, but you can't get there from here.  Retrace your long steps and find that the second jade guard has been resuscitated. 

 

Climb down both ladders to get to the ground, then run across to the other ladder and climb all the way to the top.  Run through the cage and follow the ledge to the ice blocks.  Jump the blocks to the next cage, jump out the other end to the pillar and from there to the open gateway ahead.  Pull up and run forward through the open gate to awaken two jade guards.  However, you can simply run forward past them to end the level.

 

Level 8:  TIBET MOUNTAINS

 

Begin by sliding down several short slopes to a level surface.  You have all your accumulated weaponry and health kits.  Do battle with two eagles, then engage in a little climbing, sliding and jumping exercise for a large medipack.  Locate the opening on the opposite side of this clearing and enter.  Save your game before venturing into the connecting passage.  Hop back at an angle and jump forward immediately to avoid the snowballs.  Follow to where they rolled to a stop and jump over them.  Pull up left two times to find a closed door.

 

Jump the ledges back in the other direction until you come to a wall switch.  Pull it down to open that door.  Return to it and enter to deal with two leopards.  Follow the long side passage to a huge canyon.  Step forward diagonally to your right onto that part of the ledge that juts out a little bit more than the rest.  Turn around, hop back and hang from the edge.  Shimmy as appropriate until you can see an opening directly below you.  However, you can't just release and grab the edge, so it's necessary to use what some consider an unauthorized cheating move (but here it's absolutely necessary if you want to continue playing the game).  Pull up, hop back, wait for Lara to pass the ledge before hitting the action key to glide into the opening below. 

 

Push the block two times to emerge in a clearing.  Follow the passage to your left and watch out for falling icicles.  You'll eventually wind up on a ledge on the other side of the canyon.  Climb the blocks to the top, where two baddies (automatic pistol clips and small medipack) are waiting for you.  Note the keyhole and closed doors and mount the nearby snowmobile.  Drive through the arched opening and run over two baddies (who aren't carrying anything).  In the next area you'll find an obstacle course to test your driving skills.  Begin by driving around to your right and up the ramp at the far wall.  Use only the arrow keys at first, and remember that the down arrow key acts as your brakes.  I found that applying the action key (and holding it down) gave you a little boost to clear those long gaps.  Drive over a baddy along the way and dismount at the closed door that bars your further progress.

 

Jump into the water below, pull out and kill four leopards.  Locate a hole near a block and hop in for a rich assortment of goodies (seven items, no time to list them all).  A similar hole at the opposite corner is empty, except for an almost invisible wall switch that opens the door above.  Climb up the nearby ladder (one hand at a time, unfortunately) and drive the snowmobile inside and over several gaps until you reach a new area.  Drive left, then right through a gap and find a ramp in the far corner.  Jump over another gap (triggering a flicker of a cut scene featuring a group of baddies) and arrive at another driving test.     

 

If you wish, you can drive off the edge and simply run over three baddies, who drop uzi ammo, shotgun ammo and M16 ammo.  Get back on the ramp and continue along the narrow track until you reach the wall.  Dismount and pick up a large medipack and the REST ROOM KEY.  Drive back the way you came, jump all the gaps, including the one over the water (line up first, backing up as much as possible), and go all the way back to where you first got on the snowmobile.  Use the Rest Room Key to open the door to your left and enter.

 

Pick up 2 x grenades in the near left corner, triggering a cut scene of baddies, and look for M16 ammo under the nearby window.  You'll find 2 x uzi ammo in the far left corner and 2 x automatic pistol clips in the far right corner.  Pull down the wall switch in the near right corner to open the gate outside and release a baddy, then pick up the nearby M16 ammo before leaving.  By this time all three baddies will have arrived, and they're surprisingly hard to kill. 

 

Drive the snowmobile through the opened gateway and quickly come to a dead end.  Dismount and make your way on foot past a deep pit, and drop down into an area where a snowmobile-riding baddy is on the prowl.  After he's dead, his snowmobile is yours for the taking (but you don't need it).  Search the upper plateau for a trench near the middle of the area and drop down to find the RUSTY KEY.  Run down the wide slope to the far wall and move the lone block out of the way, revealing another block.  Pull it back and aside, revealing a passage.   Follow it on foot to an outside area.  Cross the pit by jumping to the slope and shimmying all the way to the right.  Pull up and take a rolling back flip with a curve to the left to land safely.

 

Run through a vast wasteland peppered with inert wanna-be snowmobile riders.  When you reach the cliff, hang from the edge, locate an insanely long ladder and climb all the way to the bottom.  Jump into the water, swim to the other side and climb out on the lower left ledge.  Use the Rusty Key to open the wooden gate.  (Boy, wouldn't you have been royally peeved if you'd had to go back for that key?)   Drop down into a lower passage and run forward to end the level.

 

Level 9:  COLD WAR

 

Continue along the passage to a room guarded by two baddies (uzi ammo and grenades).  Pull down the wall switch in the corner to open the Stalin gate.  Enter and hop onto the ledge to alert a snowmobile-riding baddy.  There's another snowmobile-riding baddy farther along in the room, but he's dumber than the first one and thus easier to kill.  Keep moving forward and flush out a third snowmobile-riding baddy.  After disposing of him you come to two snowmobile-riding baddies working on you simultaneously. 

 

Keep going and flush out two more snowmobile-riding baddies.  Enough is enough, come on.  Sorry, there are two more snowmobile-riding baddies beyond that, and a single snowmobile-riding baddy beyond those.  This is getting monotonous.  Worse yet, none of them drop anything.  Finally, finally, you run out of baddies for the moment and come to a ramped area.  Hop down the other side and come to -- you guessed it, two more snowmobile-riding baddiesI suppose it's dawned upon you by now that it might be the better part of valor just to hijack one of those snowmobiles and outrun the bastards.  I preferred to kill them all.  Actually, I tried outrunning them later, and it didn't work, as they keep coming after you until you kill them.  On the other hand, a stolen snowmobile has machine guns, activated by the control key, which at least enables you to deal with them on even terms

 

Next area, four snowmobile-riding baddies.  Next area, two snowmobile-riding baddies.  Do you wonder why I still bother to keep count?  Next area, two more snowmobile-riding baddiesGameplay is certainly not a priority for the builder in this level.  Next area, two more snowmobile-riding baddies.  Next area, three more snowmobile-riding baddies.  Next area, two more snowmobile-riding baddies.  You now come to a ledge (which the baddies can drive over with ease).  On the other side is a snowmobile of your very own. 

 

Pull down the wall switch to open the wooden gate.  Drive the snowmobile in and wait for two eagles to approach.  They die upon contact.  Drive left around the building and follow the passage to a wall switch to open a wooden gate elsewhere.  Back the snowmobile up (slower but more fun than walking) and drive around the building with ladder siding.  Locate the ramp and drive up, accelerating near the top to clear a gap.  Continue along the narrow passage and emerge in an open area.  Drive carefully to the right and dismount.

 

You can probably target and kill two baddies on the other rooftop from here, but the eagle will likely stay beyond range.   Jump to the ledge to the left of the entrance, where you can take a running jump to that rooftop and dispatch the eagle.  Pick up the M16 ammo and small medipack dropped by the baddies and enter the doorway you opened with the wall switch.

 

Run along with high ledge and hop to a ramp.  Run down toward a closed wooden gate and explore this lower area.  You'll find an opening in the ledge, back near the entrance, where there's a wall switch.  Pull it down to open that closed gate.  Enter and do battle with three baddies and three eagles.  Locate a ladder to the right of the entrance and climb to an upper ledge.  Follow to the other side and pull down the wall switch to open a door below near the entrance.  Go back, climb down the ladder and find the open doorway.

 

Inside, search for the THEATRE KEY in a depression near the middle of the room, and use it in the keyhole to open the wooden gate.  Follow the long passage to a ramp.  Take a running jump across the gap and grab the ledge.  Pull up and take a running jump to the next ramp.  Around the corner is another ramp.  Jump across the gap and continue along the passage until you reach a hole in the floor.  There's a real ladder here, so climb down the shaft and drop down onto a pillar.  Climb down to the floor and use the blocks and ledges to get to a wall switch opposite the closed door.  Pull it down to open that door, and get over there.

 

Two baddies are waiting for you inside.  One drops a small medipack, the other uzi ammo.  Continue toward the wooden gate, which opens as you approach.  Kill four leopards inside and forget about the uzi ammo, as icicles drop down if you get too close.  Also, going between the pillars will trigger more icicles, so you won't be able to get the small medipack further along.  Slide down the long slope and run toward the ornate wall to end the level.

 

Level 10:  TEMPLE OF MONASTERY

 

Slide down and fall a long distance into some water.  There are steps leading to a closed gate and a keyhole, but don't pull out there.  Swim to the adjacent wall and pull out there.  Enter the opening, follow the passage and climb the block steps.  When you reach the opening jump to the pulsating pillar.  Pull up, turn left and take a running jump (no grab) to the pillar against the wall.  Turn left, jump to the pillar in the corner and pick up the STORAGE KEY.

 

Slide down into the water, swim across to the ledge with the keyhole and open the gate.  Go inside and kill two baddies (small medipack and large medipack).  The water hole leads to a closed gate, so continue forward past two arched openings and meet two eagles and two baddies (uzi ammo).  In the corner of this room is a hole with a large medipack.  Climb the blocks in the other corner to reach a ledge that leads to a wall switch.  The door down below opens.  However, before going there return to the previous room and jump several pillars until you reach a wall switch to open double doors in the room behind you. 

 

Jump back (the first pillar has a ladder, but it leads to nothing productive down below) and go across to the opened double doors.   Kill two eagles and pull down the wall switch next to the closed gate.  Climb the nearby ladder, follow the ledge and jump to the gate you opened.  Run forward and pick up the P1 (Prayer Wheel).  Jump back to the ledge, climb back down and go to where you shot the two baddies.  Go through the opened gateway and meet a friendly Samurai.  Go up the stairs and follow the ledge to a wall switch.  Pull it down to open the double doors downstairs. 

 

Go there and enter an Oriental room patrolled by friendly Samurai.  Don't even think about climbing up to get those dragon statues on the central structure, but note the receptacles for Prayer Wheels encircling it.  The two on either end are already filled, which means you need three more (in addition to the one you now have).   The pillar to your right as you enter the room has a button and a keyhole.  Push the button to shatter the glass in the underwater passage you bypassed earlier.

 

Go back there, swim along the passage until you come to the CABIN KEY.  Surface for air if necessary and return to the Oriental room.  Go to the far corner of the room, where there's an opening in the railing, and run along the walkway to a room with more Samurai below.  Go to the adjacent room where blade devices start rolling back and forth.  Evade them easily along the right wall and enter the opening in the far right corner.  Enter a new room where the windows are shattered.  Climb up into one of the windowsills.  Don't take a running jump from here over the railing ahead, or you'll find yourself stuck.  Instead, drop down and run along the periphery of the next room.

 

The Samurai can run back and forth through the railing at will, but you can't.  There are two gratings in the floor.  One of them can be opened by pushing a well-disguised button on its right, and use the Cabin Key in the keyhole to the left to open a gate elsewhere.  Drop down into the water and swim through the opening in the wall.  Follow the long passage and swim up the shaft.  Pull out into a moonlit area and engage an eagle and two baddies (small medipack, M16 ammo and grenades).  Jump the slope into the opened gateway and shoot the baddy hiding below (automatic pistol clips).

 

Hop up onto the ledge and pick up P2 (a machine chip), then get down and pull down the wall switch to open a gate in the area you visited earlier.  Return to the outdoor area and run toward the moon to slide down to a lower area.  Enter the passage and climb the long ladder through the opened gate.  Return to the Oriental room and insert the P2 in the receptacle in the far wall.  The door down below, guarded by two Samurai, opens, so go down there and enter. 

 

The corpse of a dead baddy and a large medipack greet you at the threshold, and as you enter you can see that the Samurai have done their grim work before your arrival.  Rob the other corpse of its uzi ammo and pull down the wall switch near the far corner.  Hop onto the block and pull up into the opening for the K1.  Step forward, loop around to the left and insert the K1 to open a door in the previous room.  Go back there, run across the room and enter the opened doorway.  Enter a room with multiple crates, where an elaborate block puzzle awaits you.  Your objective is a button presently out of reach.

 

Begin by hopping down to where the Samurai is marching about, then move the block to form an extended row at floor level.  Get up to the second level and pull that block back once.  Get on the block you first moved, and push the block on the second level forward (toward the entrance).  You now have a row of blocks spanning the room.  Find a block ahead and to your right, and move it to fill the gap in the opposite wall.  Now get up and move the third level block all the way to the other side, beneath the button.  Get up and push the button to open the door in the rolling blade room.

 

Go there and enter the opened doorway.  Climb down the long ladder and pass the gauntlet of toothless doors to a ladder.  Climb up to an area you could not access earlier.  Locate a nearby hole in the floor and push two buttons, one on either side.  One of them shatters an underwater window in an area you visited earlier.  Hop onto the central slab and pick up the STERN KEY, the second P1, the second P2, and the SERAPH.  Get back down and drop down into the hole flanked by the buttons.

 

Follow the passage to a ladder and an opened trapdoor.  Climb up into the outer periphery of the same room.  Hop through one of the shattered windows and return to the Oriental room.  Locate the red keyhole near the other entrance and insert the Stern Key to open double doors elsewhere.  Go back down to the lower level to the far left of where you are now, and enter the opened doorway from earlier.  The opened double doors are across the room to your right.  Enter and evade the first rolling blade (there's nothing on either side).  Continue jumping over the sets of flame pots until you reach the last rolling blade.  Go into the alcove to your right and find a receptacle already filled with a P2.  Pull into the window for a small medipack, then make your way to the opposite side and find a vacant receptacle for your P2.  The double doors nearby open, so go there after grabbing the small medipack from the window.

 

In the next room first search the windows for uzi ammo and grenades, then climb the central stairs and insert the Seraph in the receptacle on the block.  The door to your right opens, so go there and wait while the Samurai gang up on a baddy.  Take the automatic pistol clips from his corpse and go up the ramp next to the wall.  Follow the ledge to the other end and jump from pillar to pillar to the opposite corner, then follow the ledges to a raised block.  Continue jumping until you reach the third P1.  Retrace your steps (you can take a short cut by jumping to the ramp) and search two more corpses at ground level for uzi ammo and grenades.  Note the closed door in the far wall before leaving this room.

 

Let's go get that last P1.  Return to the Oriental room, go through it to the room with the rolling blades, enter the opening in the far right corner and jump through one of the shattered windows into the second Oriental room.  Locate the floor opening over the water and jump down.  Swim into the shattered underwater window and loop around left to the last windowsill for the fourth and final P1.  Swim back and through the opening in the wall, follow the passage and pull up into the moonlit area, slide down the slope and climb the long ladder back to the waterfall room.  Return to the Oriental room and insert the four Prayer Wheels (P1) in their receptacles.  A door opens each time.

 

Go down to the lower level and enter the doorway opposite the rolling blade room.  Go across to your right through the opened double doors, jump over the flame pots and rolling blades into the next room, turn right and go across the next room through the opened doorway.  Follow the passage and allow the Samurai to kill two baddies (M16 ammo and large medipack).  Continue to a gate that opens upon your approach.  Follow the library shelves to an apparent dead end.  However, you can climb up to your left.  Locate and push a button to open a trap door down below.  Get down there and follow the passage to a hole.  Drop a long distance into some water.  Pull out into an Oriental setting and run toward the large gold medallion to end the level.

 

Level 11:  TALION'S GUARDIAN

 

You're back in an Arctic setting.  Run forward underneath a huge bell into a barren area with closed doors.  In the near right corner is a springboard.  Use it in the prescribed manner to grab the ledge supporting the bell.  Pull up to find four keyholes and four closed doors.  Turn around and jump to a ladder bridge.  The doors to the Yeti cages are both closed, so there must be work to be done first at ground level.  Use one of the ramps to slide back down.

 

Go around the ramp opposite the springboard to find a wall switch.  Pull it down to lift the gate to one of the Yeti cages.  Now that you know what you're in for, use the springboard again and jump to the ladder bridge.  You'll need to run toward the cage to draw out the Yetis, and as soon as you do take a quick jump back to the ledge where you can kill all four with no problem. 

 

Go to the now vacant cage and pick up the large medipack and 2 x grenades.  Pull down the wall switch in the far corner to open the gates linking the cages to the second bridge.  Beat a hasty retreat to the safe ledge as three Yetis give chase, and shoot them at your leisure.  Go to their cage and kill another Yeti who meets you on the bridge.   Inside the cage you'll have to deal with two final Yetis.  Pick up 3 x uzi ammo beneath the wall switches, then pull them down to accomplish different things revealed by cut scenes. 

 

Go around the central pillar and enter the alcove to pick up a large medipack, 2 x grenades and the P1 (mask).  Return to the snowy ground via the bridges, ledge and ramp, and engage a half dozen tigers.  Go to the open door where they came from and walk carefully through the spikes.  Pick up a small medipack, push one cage away and pull the other onto the central ledge.  Run across a corner, taking a little damage, and pull or push the cage into the next room next to the central pillar.  Get a second P1 and a large medipack on top of the pillar.   

 

Go back and move the other cage to the far left corner of the spike room (as you face the central pillar from the entrance) and get up on it to pull down a wall switch.  This lifts a cage downstairs, but you still need to find a way to get down there.  It just so happens there's another wall switch in the other corner, so move the first cage all the way over there and pull it down to lift another gate downstairs. 

 

There are unmarked ladders on either side, so you can get down and back up.  Both are directly opposite the cage that you moved beneath the wall switch.  Go down, do battle with a Yeti, pick up the 2 x grenades and P1 in the next room, and repeat on the other side.   You now have all four masks, so return outside and use the springboard to access the ledge.  Insert the masks in the P1 receptacles to open doors down below.  Get back down and enter the first one.

 

Turn left and go through another opened doorway.  Kill three tigers and target two fish in the pool.  Dive into the water for 2 x grenades and 2 x uzi ammo.  Open the double doors in the far wall with the wall switch and kill two Yetis inside.  Climb the ladder, hoist up onto the bridge and kill two more Yetis.  Vault up into the opening and run forward to collect a P1 and the HUT KEY.  Climb down either ladder for a quick way back down and return to the previous room.  Turn left and go through the opened doorway.  Use the P1 to open the door across the room.

 

Enter a large caged area.  Run forward and loop around left to find a ladder.  Climb it and run forward to pull down a wall switch, releasing four Yetis.  Go down and dispatch them.  Enter the cage and find 2 x grenades in the far corner.  Climb the ladder and jump across the gap to find a wall switch that opens another cage.  Exit this cage, enter the next one and kill four more Yetis.  As you approach the far wall, a cut scene shows a gate opening.  Pick up a P1 and 2 x uzi ammo in the corners, then exit this room and the next, and turn left to find the open gateway.

 

Wait for the icicles to drop, then enter the passage and run to the far end.  Insert the P1 to open the door.  Don't rush in, however, or you'll fall onto a hidden springboard and become caught in a perpetual jump.  Walk into the room and keep the walk key depressed as you make your way toward a distinctive tile in the right wall.  When you can approach no further, jump forward and find a wall switch in the hole down below.  The exit gate opens and two tigers enter.  Pull out opposite the wall switch to draw their attention, then hop back.  Simply jump up and down from the safety of the hole and shoot them.  Pull out and walk carefully outside as a cut scene shows a gate opening.

 

Pull up right into the opened gateway to trigger the opening of the opposite gateway.  Pause for 2 x grenades and a large medipack before going over there.  Pull down the two wall switches to open more doors.  Exit via the opened double doors and follow the passage to the next opened doorway.  Run across the clearing and climb the ladder.  Safety drop into a caged area and kill two tigers.  Pick up 2 x M16 ammo and 2 x uzi ammo in the corners, then open the double doors with the nearby wall switch.

 

When you enter the next room, out comes the chicken monster.  A good thing he's there to command your undivided attention, because you would die if you attempted to climb onto the central structure to get that pretty gold thing.  When he finally falls over dead, the level ends.  Wonder what that Hut Key was for?

 

Level 12: LEGEND OF THE DRAGON

 

You begin by sliding down a long slope.  At the base of the slope is a cage.  Push or pull it away to reveal a wall switch, which opens a gate beyond the dormant jade statues.  Of course, they all come to life as you saunter past them, and if I counted correctly there were nine, maybe ten warriors after you at the same time.  Run forward past the second opened gate into a larger room and take refuge on the steps.  The warriors will run around aimlessly, giving you ample opportunity to target and pick them off one by one.

 

As an afterthought, you can search the connecting room for a large medipack and 2 x grenades in one corner, and a large medipack and 2 x uzi ammo in the other.  In the larger room, pull down the wall switch in the alcove at floor level, opening a gate elsewhere.  Then go up the steps around the room to find four more wall switches.  When you pull them down, gates open in a passage.  After you've pulled the fourth switch, come down to find another warrior come to life.  Pull down the wall switch in the floor alcove he vacated, and the final gate opens.  Approach the jade statue blocking your way to resuscitate a final warrior.

 

All the gates are open now, so enter the passage and follow to the next room, where seven knife-throwing thugs are waiting.  When the carnage is over, search the bodies for 2 x uzi ammo, a PRAYER WHEEL, a large medipack and a small medipack, grenades and uzi ammo, a large medipack, 2 x grenades, a small medipack and automatic pistol clips.  Whew. Go to the far wall and use the Prayer Wheel to open the door. 

 

In the next huge room is a central burning floor and some water holes.  When you approach the burning floor the eponymous dragon materializes, so jump into the nearest water hole and search the corners for 2 x grenades, a large medipack, 2 x uzi ammo, and another large medipack.   The dragon breathes fire, so stay close to a water hole as you pour lead into it.  The dragon doesn't want to stay dead.  Every time he flopped over, he lay still a few seconds and then came to life again.  After the third time this happened, I ran toward the doors in the far wall.  They opened upon my approach, and as I entered the level came to an end.

 

Level 13:  MEETING PLACE

 

A barefoot and short-skirted Lara slides down a slope.  Run forward and pick up the SHOTGUN and 3 x shotgun ammo, which portends trouble.  Take a running swan dive into one of the water holes below.  Swim down into the central hole and pick up the K1.  One of the ceiling holes has a ledge where you can pull out.  Engage three thugs (2 x large medipack, 4 x shotgun ammo) and climb the ladder in the wall.  Drop down onto a ledge.  At one end is a closed door, at the other end is 2 x shotgun ammo, a large medipack and a keyhole.  Use the K1 there to open the door and release a thug (2 x shotgun ammo).

 

Enter the doorway and drop down into a music room.  Pick up the shotgun ammo and large medipack in the near right and left corners, then pull down the wall switch in the side wall to play Lara's theme music.  Go to the far end of the room and pull down the switch to open the door to the next room.  As you enter, another door opens and two thugs emerge (2 x small medipack and 2 x shotgun ammo).  Go where they came from for a large medipack and shotgun ammo, then pull down the switch to open the next door.

 

Come out onto a ledge encircling a pool area below.  There's a mesh ceiling with a gap at the ladder.  Climb down and engage two thugs (2 x large medipack).  Pull down the switch in the far wall and jump into the pool for 10 x shotgun ammo.  Climb back up the ladder and retrace your steps to the main hall.  The door across the way is now open, so go there and find yourself accosted by four thugs (4 x shotgun ammo) in the living room.

 

Pull down the switch near the entrance for some exciting baroque music, then climb the ladder in the corner to a ledge with swinging bags.  I shimmied past the first two, then pulled up and timed a jump to the next ledge.  I shimmied past the next two swinging bags, pulled up and ran off right into an alcove with a wall switch.  Pulling it down opens a door below and two more thugs are released (2 x shotgun ammo).

 

Go through the opened doorway and find yourself at a Venetian poolside.  Pick up the 2 x large medipack and 4 x shotgun ammo on either side of the waterfall ramp and jump into the pool.  Swim along the passage, surface at the hole in the ceiling and pull out.  Pick up 12 x shotgun ammo in one corner, which means you're probably in for a battle royal.  Drop down through a phantom hole in the other corner and pull down the wall switch to open a door further along.  Follow the passage to some steps. 

 

Climb the steps and go through the opened doorway.  Drop down into a huge open area and engage three extremely hard-to-kill thugs who leave you absolutely nothing.  Look under the windows in the corner for a large medipack and 2 x shotgun ammo.  When you pick up this treasure four more bullet-resistant thugs show up.  One of them leaves the K1.  I found nothing of value in the parking lot at the other end, so use the K1 to open the door in the middle of the bare wall.  Enter the next room to end this adventure and enjoy the rolling credits (which indicated that I had somehow missed all of the 24 total secrets).