THE
CRADLE OF LIFE
Levels by 911
(Thibaut)
Level
1 - Slippery When Wet
Walkthrough by José
Room with Big
Columns
Swim directly down
to the hole below and take a breath in the next room. Dive E under the arch and
in the next room with pillars find the UW lever in the far SE corner to open
the trapdoor near the W wall. Swim there and surface in a water room with fat
columns. Continue diving through the SW opening and go out of the water in the
next room, pull the switch to dry the previous room, shoot the shark, shoot the vase in the E niche, pick up the small medipack and pull
the switch to open a door somewhere. Back to the previous room, climb the block
in W wall and also the adjacent column (don't grab too soon). Jump from column
to column to the highest one in the N wall and take a running jump to the
opening with the open door (W). Crawl to the right side and continue to finally
pick up a large and a small medipack.
For a secret: There
is a niche behind the vase to your right. Duck and advance, crawling from
the very right corner of the opening between the vase and the wall, moving Lara
from left to right until she gets through, to find yourself in the pool where
you took your first breath at the beginning. Shoot the vase under the W arch to
get SECRET #1: Golden Ingots. Now jump into the water and take
the same route as before back to the room with the big columns.
Underwater Business
Go back up to the
top of the N highest column and this time grab the monkeyswing
and move yourself all the way to the S; in this room, once the lion is dead the grates in the floor open, safety
drop to the room below and use the switch in the corner to open the grate in
the central water hole. Continue diving and use the UW lever to open the next
door, above the next UW lever to your right there is an air hole so you can
take a breath. Use this second UW lever to open a grate
at the top of the nearby cage; go inside and use only the UW lever near the
corner to open the exit door (the right one is a trap).
The Main Room
Swim there and just
at the top of the first column to your right near the entrance you can pick up SECRET # 2: a Golden
Skull. To kill the sharks the
best option is to swim to the W house where the four keyholes are. From this
house swim directly E to the area with the broken pillars and locate an UW
lever in the second pillar to your left; now swim to the N house and pull all
three levers there, this action opens the four grated doors in the E house, so
swim up to the big air hole in the ceiling between the houses and save your
game before you explore the E house to get all the keys you need.
Left Opening - The
Apollo Key
Take the UW passage
to your left and jump to the ledge with the switch. Pull it to raise trapdoors
in the NW corner. Jump there to find another switch (timed); pull it and take a
running jump S before the door closes; continue E and climb the ladder. Now
take a running jump to the N slope attached to the wall, slide/jump/jump and
from this high ledge grab the monkeyswing and drop at
the end. Run E and kill the gladiator
in the room with the arches.
Run through one of
the first corridors to the N (all three lead to the same room) and pull the
switch in S wall, go back to the area with the arches and through the last
corridor in the N row. Climb the steps and pull the switch at the top to open
the trapdoor in the pool near the first switch. Go there and dive, pull the UW
lever to open the door in the third corridor, S row.
Go there and in the
next room fight with another gladiator,
go up the stairs and turn right to find a switch in the alcove in the corner;
pull it to open the door in the opposite alcove (E), go there, crawl and drop
in a new room. Locate the moveable block in SW corner and move it twice against
the entrance, pull the switch the block hid to open the door near the spikes.
Climb the block and go back there. The key you're looking for is at the top of
the stairs, but still unachievable at this moment, so pull the switch near the
entrance, shoot another gladiator and go
back to the room with the arches.
This time the open
door is in the last corridor of the S row. In this room with the water channel
don't try to use the switches with the holes for the spikes below, but only the
switch in the SE corner near the moveable block to deactivate some spikes
somewhere. Now move the block all the way to the W near the entrance, climb it
and jump to the yellow ledge above; turn left to see the tile with the
retracted spikes. From this tile take a standing jump to grab the edge of the E
ledge, turn around and jump to grab the higher W ledge; from here jump to the W
niche and pull the switch to open the door in the far E high niche. Make your
way to go all the way there using the ledges to finally pull a final switch in
an alcove. Go back down to ground floor and to the room with the arches.
In the third
corridor, N row, there is a wooden ladder and a trapdoor opened at its top;
climb this ladder and shimmy left and around the corner, jump to the crawlspace
in NW corner and pull the switch there to raise the grates where the key is. Go
back there and finally pick up the Apollo Key.
Return to the room with the arches and this time go through the first corridor,
S row, to the right side. In the pool room pick up the small medipack in the
middle of the pool and use the NW switch to open the exit door (the other
switch is a trap), deal with a gladiator and
go back to the room with the arches, exit W, jump into the pool and swim back
to the main room through the SW passage.
Right Opening - The
Achilles Key
When approaching
the pool the grates open; jump into the water and dive to the very bottom, pull
the UW lever to open the door (also closes the grates at the top of the water
pit) and go through to pick up the Achilles Key.
Use again the UW lever to re-open the grates at the top and swim up and back to
the main room. That’s all.
Upper Opening - The
Heracles Key
Use the switch to
open the door, pick up the torch and approach the fire pots to light it; the
door opens. Not a special use for the torch in this area, but only to bring
some light to the dark rooms you’ll visit. By stepping onto the omega tiles in
the next rooms all doors open but only one will take you to the correct way,
the other two always lead to a flip-map and take you back to previous rooms. So
the solution for this puzzle is to take:
First room: N door.
Second room: W
door.
Third room: N door.
In the final room
shoot a gladiator and pick up the Heracles Key from the top of the pedestal. Exit
through the open door to your right, use the switch and go back to the main
room.
Lower Opening - The
Telephus Key
You can drop into
the pit here and directly find and pick up the key very soon, but in that case
you’ll be trapped forever (I didn’t find a way to go back up), so don’t do it.
Take a running jump to the slope to your left and shimmy right until you can
hoist up (the grates close). Go through the E opening and cross the path with
the chains to the other side (you can simply shimmy left or right); climb the
wooden ladder, jump back and sprint or duck to avoid the spikes popping from
the ceiling, pick up the Torch and light
it. Cross again the spikes path and throw the torch into the S pit. Climb down
the wooden ladder, turn left and climb down the next ladder to the bottom of
the pit.
Pick up your torch
and take the S passage up the winding stairs. Pull the switch to open the door
and turn left; in this room one of the vases guards a small medipack. Throw
the torch on the wooden part of the floor, wait and drop to the room below, run
down the stairs and shoot a lion; once at
the bottom of the pit look for a crawlspace in NE corner and in the next room
pick up the Telephus Key. Go back the way you came to the room with
the broken floor, and back to the main room.
This time swim to
the E house, use the four keys in the keyholes to open the trapdoor; continue
swimming and in the wider area the camera changes. Don't go inside the N
building yet but to the very NW corner to find SECRET
#3: Golden Coins in a hole in
the floor. Now swim back and into the N building to finish the level.
Level
2 – The Temple of Luna
Walkthrough by José
(with Cory's help getting a secret and pointing out a possible associated bug)
Hub Room - E
passage - The Aegeus Key
Go out of the water
and through the opening in N wall behind the fat columns. From this hub room,
go E and shoot a lion. Grab the crack in
the wall in the dark SW corner and shimmy left to the very end, hoist up, turn
around and take a long running jump to grab the next crack to the N, shimmy
left to the very end, hoist up and take a running jump to grab the edge of the
N ledge, pull the switch to open the N door, drop to ground floor and shoot a lion.
In the N room walk
under the horse statue in E wall to open the central cage and release the enemy; deal with him and when he’s dead pull the
lyre out of the cage (if the door closes step again onto the tile with the
horse). Move the lyre all the way to the S room and place it on the marked tile
near the center of the room to open the E door. Go there, climb the ladder in
the corner and jump back; use both switches to open the upper door.
In this room, I’m
not sure but I think the skeleton triggers the doors when running onto the
omega tiles, so lure the skeleton to
trigger all four doors, pull the four switches at the top of the ramps and go
back to the previous room: the lower door is now open. Jump into the water and
dive through the crawlspace in the corner; in the next room pick up the Aegeus Key from the high pedestal and use the skeleton
lever to open a door somewhere. Now go all the way back to the hub room.
Hub Room - N
passage - The Aepeli Key
From the hub room,
go N to the room with pillars and fires and jump into the water; the UW door
you opened moments ago with the skeleton lever is near the NE corner; swim
there and advance E timing the spike traps inside. Continue and, after the
flyby, go right and deal with a lion and
a gladiator, pass the swinging chain and
near the corner climb the window to your left and take a running jump NE to the
next window; continue N and pick up a small medipack at the end. From tile where the small medipack lay, turn left (S) and pull the nearby switch in
the pillar to open a trapdoor somewhere (in preparation for a later secret).
Safety drop to the
stairs below and continue in a clockwise direction killing a lion and a gladiator
on your way until you find a dead end; again, from the previous window jump NW
to the next one. Pass the closed trapdoor in the floor and the chain, pull the switch at the end of the path to open the
trapdoor. Drop there and from one of the windows you can safety drop to ground
floor where another Boss attacks.
Dispatch him, go to the central structure and climb it to the very top (easy)
where the skeleton lever is. Pull it to open a door in the pool room with
columns and fires.
Safety drop to the
ground floor, shoot another gladiator and
start the long way back there by climbing the block attached to the S wall, up
to the first floor, advance W and shoot another gladiator;
continue clockwise and climb the next block with the omega symbol, up to the
second floor. This time run S, and continue anticlockwise until the dead end;
jump from window to window like you did before and continue up the stairs to
the entrance of this area where you'll find another lion.
Jump into the water and swim back to the pool room with columns and fires.
Climb the S ledge where the timed switch is. Save in front of the timed switch
in the corner; pull it and jump from column to column to the other side of the
room where you’ll find the open door and pick up the Aepeli Key.
Go back S to the hub room.
Hub Room - W
passage - The Aspasia Key
From this hub room,
go W and Lara says: "Better be careful here." Turn around in front of
the first column, drop/grab the edge, drop/grab the edge below and go inside
the crawlspace to get SECRET #4: a Golden Skull. Drop to the bottom of the pit (the
spikes disappeared in the tile below) and climb the ladder to go back up. Cross
the room jumping onto the top of the columns but without stopping or Lara will
be smashed by falling balls: quickly take standing jumps forward / forward /
side-jump right / forward / side-jump right. Run W and in the next room shoot a
gladiator; there is a small medipack in the N
ledge; also notice the closed grate in the ceiling of the S ledge. Continue W
and shoot the vase to get another small medipack; also pick up the Aspasia Key from the high pedestal. Go back E
leaving this room and through the corridor to your left, use the switch.
Detour for a
secret: After using the switch to open the exit door (in case you need to get
back to this area later), don't go back to the hub room yet, but return to the
room with the big carpet and the fixed camera where the open grate is. Climb
the S ledge, up through the hole in the ceiling with the open trapdoor and
follow the dark and long path to a room overlooking the starting room with the
big statue. There you'll find SECRET #5:
Golden Coins and a large medipack on the
top of the roof. There's a long fall from here (perhaps explaining the
availability of the medipack). You need to go down to
the temple entrance, so you can either safety drop from the very left or right
side of this roof (suffering considerable health loss) or go back the way you
came to the room with the big carpet. From there, return to the hub room, kill
a lion and go outside to the main temple entrance.
Accessing the
Temple
It's time to use
those keys, once you're in the room where the level started. Use the keys to
open the temple doors (W side). Inside the temple, and after Lara's comments,
turn around and drop to the floor below (not to the very bottom). Go through
the S corridor and jump into the water, pull the UW lever to open a door near
the entrance. Go back up by taking standing jumps to the N and S ledges.
First Moveable
Block
Now go through the
N corridor and shoot a lion in the next
room, drag the moveable block in SE corner and move it all around and through
the previous corridor so you can climb it and reach the higher ledges near the
entrance where the open door is. Enter and shoot the vase to get a large medipack. Safety drop to the ground floor and kill the gladiator. Now pull both switches in the SE
corner: one of them will open a door in the room where you found the moveable
block and the other one the nearby N door.
Go there, slide
down the ramp and jump at the last moment to avoid the spike trap; climb the
ledge to your right, turn around and jump to the opening in W wall. Save your
game here in light of the possible bug mentioned below. In the next passage
take some running jumps to avoid more ramps with spikes at the end. When you're
at the other side, you could turn around and run off the edge trying to land in
the center of the ramp, slide and when you're in the middle of the spikes pick
up SECRET #6: Golden Ingots, then quickly go inside the
crawlspace wasting the medipacks you would need on
your way. However, you might want to wait until after you've deactivated the
spikes as described later. But on the other hand, you might be forced to get
this secret now if you experience the bug also described later.
Second Moveable
Block
Follow the path and
drop into a room with another moveable block; pull it out and aside to discover
a small medipack
and a switch. Pull the switch to open the exit door and move the block there so
you can climb it and reach the upper ledge to return outside. Now drop to the
platform with the block and move it again to the room where it initially was so
you can climb it, grab the high S ledges, shimmy right and take a running jump
to the W open door. Pull the switch to flood the pit in the main room. Now move
again the block outside so you can get back up later near the end of the level.
Opening a Trapdoor
Drop to the ground
floor this time and shoot a gladiator.
The pit is filled with water so you can cross to the other side. The left vase
contains a small medipack. Pull the switch near the
NW corner to open the door and go inside. Climb the block in front of you and
the ledge above the columns, take a running jump W, grab the crack, shimmy left
and use the switch to raise trapdoors. Back to the previous ledge take a
running jump N to the ledge in the corner, take and a last running jump W to
the ledge with the ladder.
Climb the ladder
and jump back, take a last running jump to save the gap in the broken bridge
and pull the switch to open a trapdoor near the entrance of this room. You can
jump to the ledge to your left and slide down the ramp to directly fall into
the hole where the trapdoor opened.
The Sewers - The Pedaeus Key
Crawl N and at the
end of the path and use the UW lever to open the next door. Swim inside and
find a water room with a central building with openings protected by spikes.
Pull the UW lever in NE corner to deactivate the spikes and pull another UW
lever in the N opening to open the trapdoor above the small medipack. Don't
go up yet but return outside to take a breath. Swim back inside, to that
central building and up the hole in the ceiling, pull
the UW lever to open the nearby door and a last UW lever behind that door.
Go back out to take
a breath and find the open door near the NW corner. In this room with wide
stairs you'll be attacked by a gladiator
and several lions when you are going up. In the first alcove to your left (S), where you get a fixed camera,
you'll find the Crowbar. Just after the first dart trap find in the N alcove
between the pillars a switch to open a door somewhere. At the top of the stairs
climb the pole and in the first floor shoot the vases to get a large medipack, and in
the second floor pick up the Pedaeus Key from the high pedestal. Now go down and all
the way back to the main room with the central pool and closed doors.
The Archeolocus Key
The door you opened
with the switch is in the S wall, near the lyre. Enter and shoot a lion; use the columns to reach the high switch and
pull it to open a door below; go there and pull another switch to open a high
door near the first switch. Time the spikes and use the safe tiles and the
columns again to get up to that door. Advance, jump to the roof and to the
crawlspace in NW corner. In the next room pick up the Archeolocus Key and go back outside.
The Aphordite Parchment
Cross the central
pool and climb the E blocks up to the first floor where the moveable block is.
Use the keys to open the big grates, drop down and shoot a couple of lions and a gladiator;
when he dies the central grate opens and you can pick up the Aphrodite Parchment.
After abandoning
this room, look for a switch in the N wall to deactivate the spikes at the
bottom of the ramp described in the earlier "First Moveable Block"
section of this walkthrough. (Note from Cory: The first time I exited this
room, the gate closed and the blades with the ingots were up. So I replayed a
bit and the second time the gate stayed open and the blades stayed down.
Pulling that switch in the dark room with the parchment could cause a bug later
when trying to open the door if the room where one of the stars is.)
Climb the W ladder
and go back to the other side of the central pool to use that scroll.
First Alexander’s
Star
Climb the ladder
and shoot a gladiator; pull/push the
block twice to the W and twice to the S so you can reach the high ladders above
the column, climb it and shimmy left to the corridor; drop, go E and jump over
the small hole near the corner, shoot the gladiator and
the vase in the alcove in S wall, pick up the small
medipack and use the switch to deactivate
some spikes somewhere (camera shot) and also to open a door giving access to a
Star.
Go back to the
entrance of this area, continue W and time the spikes to your right to safely
reach the next W corridor, take a running jump to save the first spiked pit and
use the wall switch to open a door in the previous corridor near the entrance
to this area. The next pit has nothing of interest except a lonely gladiator so you can jump to the other side and in
the last pit the spikes retracted when you used the switch behind the vase
moments ago, so climb down the ladder and pry the first Alexander’s Star from the N wall.
Second Alexander’s
Star
Nothing more to do in this corridor, so climb the ladder and jump back
to the corridor with the spikes, time them again and go to the open S door. Don’t try to pick up the large medipack,
but in this room advance with diagonal jumps onto the safe water tiles trying
to move Lara near the corners (or jump over them without touching it). Pry the
second Alexander’s Star and a gladiator appears to make things more difficult
when returning; wait until you are in the corridor to defeat him.
Placing the Stars
One more door opened near the entrance of this area (N wall); enter,
jump over the hole but immediately jump back to avoid the rolling ball; when
the danger is gone run up the ramp to pull another switch. The door at the N
end in the corridor with the spikes is now open, so time the spikes again and
go there. Place the stars and time the spikes again to go back to the entrance
of this area, continue E to the corner and S to find the door you opened with
the stars.
Exiting the Level
After the cut scene
look for a small and a large medipack in the
SW and SE corners of the room and go back to the main area of the temple with
the central pool, shooting a soldier on
your way. Kill two more soldiers in the
main room and climb the E blocks and ledges up to the very top (I think you
took the moveable block back here after flooding the central pool).
Detour for a secret
(if you didn't get it earlier): Don't go through the E triangular opening yet,
but to the N open door, drop into the room with the moveable block and go W
through the corridor to the small room where it initially was, jump to the hole
in the ceiling and follow the passage to a crawlspace, go inside and here is
the tile where the spikes retracted when you used the switch in the room where
you got the parchment. Pick up SECRET #6:
Golden Ingots. Go back to the room with
the block the way you came, or using the ladder in the N wall,
and from there go back up to the main room.
Exit the temple
through the triangular opening to the room where the level started a long time
ago (more soldiers appear here and there,
so take care of them). Jump into the water and swim through the E underwater
opening to jump to the next level.
Level
3 – The Croft Manor
Walkthrough by José
First Secrets
You start this
level without guns. Turn right and open the N door close to the bed to get a small medipack and SECRET #7: a Golden
Skull. I found nothing in the bathroom, so I went outside and up to
the attic to find SECRET #8: Golden Ingots in the very NW corner behind a box
(crawl).
Last Secret
If you want the
last secret in this level, go down to the main hall and open the door to go
outside. Turn left (N) and go to the entrance of the hedge maze. Go inside and
run always to the right when possible until you get to the N brick wall. Now
run W and continue always to your right, doing some turns, until you come to
another long stretch of N brick wall. Continue W, but near the end, just before
a corner where you'd go S, there's a passage to your left with a hole in the
floor. Drop down and follow the path to a small room with SECRET #9: Golden Coins.
Go back to the underground corridor, up to the maze, go right first and then
always to your left to exit the maze.
I found nothing
remarkable in the remaining outside areas, so return to the main hail of the
mansion, go up the N stairs, turn right and open the door in the N wall, go up
the W stairs and approach the furniture in the SE corner to trigger a cut
scene.
Level
4 – Not on Every Road
Walkthrough by José
The Great Wall Key
1
Mount the bike and
ride to the crossing to kill a couple of tigers.
Dismount and go left (S), slide down the ramp and jump in the last moment to
grab the ladder in front of you; shimmy left and around two corners to find an
opening under the slope entrance, push the button there to open a nearby door.
Take a running jump
to grab the S ladder again but this time shimmy right around two corners and go
up to the open door. Once inside the room shoot a
couple of bats and pick up The Great Wall Gate Key (1 of 2). Now grab the
ladder under the entrance and shimmy left all the way back to the exit (a door
opened there); shoot a tiger and a bat.
Opening one of the
Exit Grates
Mount the bike and
ride W and N, ignore the roads to your left and to your right and continue to
the very end where you’ll find an opening in the gray wall. Park the bike here
and enter. Press the button near the closed door to open the high door in the
NW corner, go up there and press another button to open the previous door. Go
down the next steps and push the moveable block outside, shoot a tiger and place it in the SE corner to climb into
the opening there; turn around and jump to the N ledge and from here a running
jump to the high SW alcove with the button; press it to open a grate somewhere and safety drop to the ground floor.
The Great Wall Key
2
Mount the bike and
ride W, S and take the first road to your left (E); kill a tiger before parking the bike at the end of the
road. Discover a moveable block to your right (S) and place it against the E
wall so you can reach the high opening in the wall. In the next courtyard climb
the flat ledges in SE corner, and when Lara says something, turn left and take
a running jump N to the next flat ledge, from here a standing jump to the next
one to get SECRET #10: Golden Coins.
Slide to the ground
floor, kill the tiger if you want and
jump into the small lagoon; swim through the S passage, take the second passage
to your left and pull the UW lever in the corner; back to the main passage,
continue S and take the first to your right (W), in the next junction swim
straight ahead (S) and continue E ignoring the passage to your left until you
can surface.
Shoot some bats and advance to an area with a central
building surrounded by a water-filled channel. Forget the central building and
climb the S opening, shoot a tiger and a
couple of bats and continue through the W
opening, up the stairs; shoot another tiger
and find a button and a switch. Press the button to open an UW door and get a
secret later. Pull the timed switch and run SE up the stairs, run and jump
directly to the NE cage, another running jump to the NW one near the corner and
go into the opening to find another button.
This button opens a
door outside, so go there and find it in the N wall at the other side of the
central building. Follow the passage, shoot a bat
and press the button at the end to open the next door. Jump to the central
building and inside, pull another button to open the next door. Take a running
jump to the opening in E wall and follow the path to a room with many pillars.
First drop into the
dark pit and find a button to push between the first and the second rows of
pillars (N-S rows); this button will open a trapdoor at the very top of the
central building (thanks, Vimmers). Now climb the E
ledge and look to the ceiling to see the holes above certain pillars; those
pillars are the dangerous ones (falling spike balls) so jump only onto the
pillars without holes above, and cross to the W side; continue, shoot a bat and press another button to open the next door
in the central building. Jump there.
Another button to
push, another door opening; jump to the next opening in the S wall and in the
next corridor take running jumps over the spiked pits, grab the monkeyswing at the end and swing to the top of the central
building. There is a long drop, but no fear (water hole below) and in the new
room pick up the The Great Wall Gate Key (2 of 2). Climb the long
ladder, hoist up and slide to fall into the water channel. A bat could be flying here.
Using the Keys
Now exit this place
the way you came (lower opening in W wall), jump into the water and swim,
ignore the first passage to your right and when finding the first junction swim
directly to the N, continue and in the first junction swim to your right (S) and
through the narrow gap to get SECRET #11:
a Golden Skull. Swim back to the main
passage and directly N to the outside courtyard with the small lagoon.
Climb the W blocks
and mount the bike at the other side of the big wall, drive W and turn left (S)
at the junction, advance a bit and take the first right (W again) and get some
boost to go up the wide ramp and jump over the spiked pit. Continue up the next
ramp and let a tiger suicide against the
bike; ride up to the very top and park the bike near the keyholes. Slide back
down the slope and loop around right. Find the pushblock,
pull it once N, climb over it and pick up the Golden
Ingot for SECRET #12. Thanks
to DJ Full for pointing out this secret. Pull up E onto the ramparts and
jump to the keyholes. Use your keys to open the remaining closed grate, mount
the bike and ride it up the ramp to finish the level.
Level
5 - The Great Wall
Walkthrough by Phil
Lambeth (with help from José and DJ Full for the secrets)
Start on a foggy
bridge (no doubt to disguise the monotony of what's soon to follow). From
where you're standing, climb up to your right and jump E to the last
block. Stand jump NE onto a flat surface, then walk forward and hop down
NW onto the block. Jump N and pick up the Golden
Coins for SECRET #13. Get
back to the bridge, run forward into a fixed camera and note the ladder to your
right.
Go to the ladder
and climb down to the ground. Run W along the wall until you reach a
crawl space. Crawl inside and run down the ramp to trigger a spear
trap. Push the button to open the gate and sprint past the spears and
pick up the Golden Ingot for SECRET #14. Push the nearby button to kill
the spears and don't worry about the inaccessible button in the alcove beyond
the gate. It's a red herring.
Return to the
ladder and climb back up to the top of the wall. If there are any pickups or
secrets hidden among the interminable green slopes flanking the wall, I wasn't
motivated to go searching for them. Go through the W opening into
another fixed camera. Continue W onto the bridge and through another
opening. Go W onto another section of bridge and through another opening.
See what I meant about the monotony? Nothing in this one, either, just
barred windows, so continue W, hoping desperately that something interesting
will surely happen soon.
Aha, this time something different. The barred windows are
ahead and to your left, meaning that you have to turn right. Do so and
endure another fixed camera as you go N through the first opening in this new
direction. Continue in like manner through another N opening (fixed
camera from the side this time), and note the barred hole in the SW
corner. Continue N, as there's nothing else to do, and in the next
opening you're again faced with barred windows ahead and to your left, meaning
another change of direction.
Instead of turning
right and continuing, as logic would dictate, vault up into the N window
sill. The barred section on the left opens. There's a ladder on the
wall outside, so climb down until you're able to activate a jumpswitch.
If you happen to miss, there's a section of ladder to your left that you can
use to go back up and try again. There's no indication of what you've
just done, but you have a good idea. Climb back up the ladder and head
back S to the previous tower. Voila! That barred hole in the SW
corner is now open, so hop down (I found that easier than trying to lower Lara
and position her for a safety drop) into the shaft and pick up the Golden Skull for SECRET
#15. Thanks again to DJ Full for pointing out this secret.
Climb out N, go
back N to the corner tower and turn right. Follow E, etc. and etc., until
you reach a section of the wall with irregularities. Go down to your right and
slide down S to the ground, where you're taken to the next level.
Level
6 - Chen Lo's Hideout
Walkthrough by Phil
Lambeth (with help from José concerning Secret #18 and the uzis)
After a flyby
through a heavily guarded area, you see that Lara has been captured and is
about to be executed by some oily-tongued dude. When camera control is
restored, you find yourself confined in a storage cell. You have no
weapons, so you can't shoot your way out. Pull the SW crate back and push
it aside. Push the NW crate N (yes, right through the bars) and pick up
the uzi ammo. Pull the third crate out of the way
to reveal a wall switch. Pull it to open one of the N gates.
There's another
moveable crate in the next room, along with four cages containing sleeping
tigers. Move the crate around the cages into the SE corner and get up
onto it. Pull down the wall switch to open a S
gate. In that cell are warrior statues and another wall switch.
Pull it down to open a gate in the tiger cell. In the fourth cell is a
wall switch that opens a gate in the warrior statue room. Note the trap
door in the NE corner of the ceiling. Take the time now to move one of
the crates directly below it.
From the statue
warrior cell, enter the next cell E and note the ladder and closed trap door in
the SE corner. Pull down the wall switch to open an E gate in the cell
where you began. Go there, pick up the uzi ammo
and pull down the wall switch to open the trap door in the SE cell to your
left. Go there, climb the ladder into a cave and pull down the wall
switch to open the rest of the gates in the central cell. Before leaving
this area, note the leaf-covered floor patch in the corner of the cell with the
ladder and ceiling trap door. Move a crate onto it to open that ceiling
trap door in the cell adjoining the tiger cell. Go there, use the crate
to pull up and find the Golden Coins for
SECRET #16.
Exit the cell area
E and come to a blocked passage. Push the button to lower the bars, then
climb up into the upper passage and push the button there to remove the spears
below. Go down, enter the lower passage and pick up 2 x uzi ammo on either
side of the warrior statue. Go behind the statue, snuggle up as close as
you can and stoop at his feet to pick up a Golden
Skull for SECRET #17. Push
the nearby button to open a gate in the upper passage. Go there and drop
down into a room where you'll find a large medipack next to a closed trap door. You
can open the S doors, but refrain from doing so lest you quickly die from enemy
fire. Pull up instead into the SE crawl space and follow (noting movement in
the room below by the aforesaid enemies) until you can stand up in front of
some bars. It's dark in here, and you have no flares as well as no
weapons, but there's a wall switch to your left. Pull it down and return
to the former room to find that the trap door is now open.
Drop down and
follow the passage through a fixed camera indicating more of that movement
above you. Pull out E at the end and find yourself facing more pushblocks. Move them out of the way to reveal a wall
switch. Pull it down to lower those bars you saw earlier in the dark
passage. Avoid opening the N door for the same reason as before, unless
you want the last secret of this level. If not, skip the next paragraph.
Push the N door
open and run inside to pull a switch in the E wall while being riddled with
gunfire from the guards. There's also 2 x uzi
ammo in this room if you care to go for it. If you're
lucky the guards won't follow you out of the room.
Go back up through
the open trap door and into the SE crawl space. Go S along the
passage. There appears to be something on the floor past the lowered bars
and before the floor grate, but you can't pick it up. However, if you've
pulled the switch described in the previous paragraph you'll be able to open a
floor trapdoor here later for that final secret. Continue past the floor
grate for uzi ammo. At the end of the passage is a closed
gate requiring a key you don't yet have.
Back up a few steps
and pull up W into a higher passage. Pull down the wall switch at the end
to lower the nearest grate in the passage below. Get back there and drop
down into a room filled with smaller boxes. Pick up An Old Key that was unsuccessfully guarded and
note the closed gate at the S end of the passage. Climb back up and use
the key to open the gate. You soon come to a hole in the floor.
From the edge of the hole, stand jump forward and grab a higher passage.
Pull up and push the button to retract the spears in the room below. Jump
back and use the ladder to climb down into the lower room.
Ignore the bodies
(some having been dead longer than others) and pull up into the S
opening. Jump down the other side and pull down the wall switch (screen
shot of the suspended cage). Go S to the end of the passage, turn around
and jump to grab the ladder. Climb up to find a pushblock.
Push it until it drops down into the room with the suspended cage. Get
down and move the pushblock into the NE corner where
the weeds are growing. Climb the long N ladder, pull up into the passage,
turn around and stand jump S to grab the upper passage.
Release and grab
the lower passage, pull up and follow through the corridor until you find the
door you opened when moving the pushblock moments
ago. Stop and look up at the ceiling. There's a hole, because a trapdoor opened
here when you used the switch in the room with the soldiers. Climb up S, pick
up the small medipack
and pull down the wall switch to open a trapdoor somewhere. Go down and retrace
your steps running N, pass the first two holes in the floor and find the opened
trapdoor in the third hole.
Don't try to jump
back and grab the ladder, but instead duck, crawl and turn around and lower
Lara down so she grabs the ladder. Climb down to the bottom and endure the
attacks of a tiger (two tigers if you
don't wait until you're ready to leave this room before picking up SECRET #18: Golden
Ingots on the central tile). In the NW corner you can find 3 x uzi ammo
and in the NE corner 2 x uzi
ammo. Good luck getting it. Now you need to move the crate as far as
you can in a clockwise direction toward that NE corner. Climb up onto it, jump
to the hanging crate against the N wall and now you have two options:
1. If you pull the
E jumpswitch you will then need to jump back to the N hanging cage and finally
S to the ladder to exit this room, but when you go S after jumping over two
holes you'll find a closed grate at the end of the corridor. This grate can be
surpassed by running and jumping repeatedly against either the SE or SW corner
where the side of the door and the corner of the wall meet (surely illegal, but
no other option appears available unless there's some way to go around through
the passage with the hanging cages), and when you're on the other side you can
turn W into a smaller room with a hanging skeleton and an open floor grate.
From the entrance you can take a jump onto the left or right slope and back
flip to the opposite slope while the floor grate closes so you can slide down
safely and jump S to get the UZIS and a large medipack. But
doing so triggers many enemies you'll
encounter on your way to the motorbike. Since weapons can't be drawn in this
level, even though you now possess the uzis, you'll
just have to get there as best you can.
2. Instead of
activating the jumpswitch, jump to the W hanging cage and S to the ladder to
exit this room. That way the door at the S end of the corridor will stay open
and you can continue E without encountering any enemies (or getting the uzis). Alternatively, you could wait until you've
accomplished the remaining tasks described below and then come back to try the
first option just before leaving this level.
Your choice. After making it,
just beyond that open (or closed) gate mentioned earlier, pause in the E
corridor for uzi ammo and stand at the E opening.
Take standing jumps to the first and second of the suspended cages. From here you can jump (with grab) left into an
alcove to push a button and right into an alcove to pull down a timed wall
switch (so save your game first). The switch opens the E gate past the
third suspended cage, so after pulling it side step left, slip flip left, stand
jump forward twice and glide into the E passage before the timed gate
closes.
Oops. You're
blocked in on both sides and there's a keyhole for which you don't have the
necessary key. Not to worry. Stand with your back against the E
gate and jump forward into the darkness to grab the upper passage. Pull
up and run forward for 2 x uzi
ammo (the first one is in a dark area where you can't readily see
it) and a small medipack,
and drop down W at the end of the passage. Turn around and climb down the
ladder (the spears here won't hurt you). At the bottom
pick up 2 x uzi
ammo and An Old Key.
Climb back up the ladder and repeat the timed run to the E gate. Use the
key to open the gate to your right and proceed.
Pick up the uzi ammo and open the doors. Loop around right, open
the next doors and find 2 x uzi ammo in the passage. Return and
follow the main passage to a torch-lit room where there's nothing to do.
However, near the end of the passage there's a ladder in the W wall that you
can use to access an upper passage. About halfway down the passage
there's a dark opening you can pull up into and find a wall switch that opens a
gate back in the passage where you found the uzi
ammo. At the end of the passage turn around and pull up N into a
torch-lit room with a pushblock. Move the block
over the green patch of weeds and use it to reach the upper crawl space in the
W wall.
Get inside and
follow to a wall switch. Pull it down and return to the previous
room. Drop down into the lower passage and follow it to the ladder.
Climb up to the higher passage and find that a grate has lowered at the N end.
Drop down into a room with a motorbike. Hop over it and pull down the
wall switch to release a half dozen guards. Quickly mount the motorbike and ride
forward to break the crate in front of you. Turn right and run over the
guards and the other crates that are blocking your way. Follow the
passage around into the daylight and continue E until you come
to a pit. Go around it to your left and then continue E to end the level.
Level
7 - Easy Come, Easy Go
Walkthrough by José
(with thanks to bene for showing me the way to reach
one of the covered switches to get a secret)
Two Lasers Corridor
- First Secret
Go left, shoot the
grate and crawl, beware of the laser at the end of the passage, go S to pick up
a small medipack
and run up the ramp (N) timing the laser. Turn left, shoot another grate and
crawl again; there are two lasers in the next corridor, so wait for the upper
one to go S and hang from the edge. Don't drop 'cause this triggers the lower
laser; instead, immediately hoist up back into the crawlspace and wait a
moment: the upper laser has stopped in the S wall. Now you need to be lucky
when dropping down again so that the lower laser is near the S or N wall when
you touch the floor. Wait and when the laser approaches, jump and quickly run
to the S side of the corridor (or directly run S if the laser is on the N
side); next to the S wall you'll be safe.
Now jump to shoot
the high grate in the corner (SW), go inside the crawlspace (don't worry about
the high laser; it's not active), shoot another grate and drop into a well
lighted room where you'll find a large medipack and SECRET
#19: Golden Coins in a
corner. Go back to the dark corridor with the lasers. Now face N and shoot the
grate at the other side of this corridor; again time the low laser when it
comes to the S, jump over it and go through the N passage. In this new room
shoot the box in the NE corner (there are four covered switches in this level,
but I think only two of them open doors to get secrets) and use the switch, go
back to the corridor with the laser, through the crawlspace and directly to the
E ladder.
The High Technology
Key
Climb it and in the
next room notice the floor trapdoors (for later); approach the N ladder to
trigger the laser and better time your run to climb it. At the top shoot the
grate in the corner, crawl inside and when you find a ramp slide backwards,
grab the edge at the end, drop/grab the edge below and hoist up, turn around
and run off the edge with grab to land onto a niche below, drop to the ground
floor, shoot the grate and pick up the High
Technology Key. It's easy to go back up by taking standing jumps
from the edges of the alcoves to the opposite ones. Once you're up, advance to
the end of the corridor, turn around and climb up the ladder; the next lasers
can easily be avoided using the monkeyswing above,
and at the other side of the corridor open the floor trapdoor and go back to
the room with two floor trapdoors.
Preparations for a
Secret
But don't drop to
the floor yet, shoot the high grate in the S side of the room and take a
running jump to get there. If you want to get a secret later, from this edge
face W-NW and shoot the grate near the corner (W wall), take a curved running
jump to get there (this could take several tries 'cause of the low ceiling),
shoot the gray cover and pull the switch to open a door somewhere; now safety
drop to the ground floor, time the laser to climb the N ladder again and take a
running jump back to the S opening.
Many Lasers Room
Crawl and in the room
with many lasers, simply time the first one near the entrance and continue
crawling to the edge of the black floor, time the diagonal laser to your left
so you can stand up, run there and through the E passage.
Using the Key
In this room use your key near the SE corner to open the trapdoor in NE
corner; with the help of the slope jump back and forth to grab the high
crawlspace. Drop/grab the edge at the other side and shimmy all the way to your
right until you can stand up (there's an invisible crack in S wall). Hoist up
and take a running jump N to the opening in the corner (no grab), shoot a soldier, climb, shoot the grate and hoist up.
Preparations for Another Secret
Turn SW and shoot
the small grate in the corner; even though you can't see it, there is a crack
in the W wall (thanks, bene), so take a running jump
to grab it, shimmy left and go inside the crawlspace to find a switch covered
with a gray box; shoot the box and pull the switch (I think this opens a door
for a secret in the room with the receptacle for the battery). Now drop down
and repeat the same movements to return to the ledge from where you jumped to
the invisible crack moments ago.
The Battery
Take a running jump
with grab to the S sloped ledge, slide, grab the edge and shimmy right to the
end, hoist up and back flip with a twist to grab the edge of the ledge at your
back, hoist up and notice the closed door, shoot the nearby grate and go
inside. Now take a running jump while shooting at the high grate in NE corner
so you can land inside the niche and not fall. Pull the switch there to open
the door you saw moments ago. I found no way to go back to the previous ledge,
so I had to drop to the ground floor and repeat all the movements to get back
to the ledge with the now open door. Once there, pick up the Battery, drop to the ground floor, shoot a soldier and go back to the room with many lasers.
Time the lasers as you did before to go back to the exit, safety drop to the
ground floor and this time open the floor trapdoors.
Using the Battery -
Second Secret
Drop into either
hole and in the next corridor approach the laser as close as you can and when
it starts to go to the other side of the corridor run with it and quickly enter
the corridor to your right. Shoot the box covering the switch in the ledge to
your left and use the timed switch (better wait a bit until you hear the grates
rising), take a running jump to grab the crack in the S wall and shimmy left.
Open the floor trapdoor and drop to the room below. Use the battery in this
corner to see a door opening in the room with many lasers.
If you pulled the
covered switch in the room with invisible cracks near where you got the
Battery, the S door in this room should be open. Enter to get SECRET #20: Golden
Skull. Make your way all the long way back to the room with many
lasers (there's a ladder in the NW corner in the room with the timed grates).
Dangerous Monkeyswing
Time the lasers
again using the same trick to go to the S open door (you can shoot the soldier before entering). In this new room, climb
the block right of the entrance, turn around, jump to the higher block and
finally climb to the high ledge attached to the N wall over the entrance. Now
you need to grab the monkeyswing and time the next
lasers to cross to the other side of the room (it won't be easy, try to do it
from the left or right side of the monkeyswing); once
there pull the switches in both niches (shoot the box which covers one of
them), drop to the ground floor and shoot some soldiers.
First Disk
(Security Program)
Back to the room
with many lasers, the W door is open, so time the lasers again to go there and
enter. In the N side of this room pick up the Security
Program near the end of the panel (you'll have to duck to get it).
Go back to the room with lasers, time them one more time to cross to the N exit
and drop to the room with two floor trapdoors. Exit through the S opening,
climb down the ladder and turn left (S) to the corridor with the laser near the
very beginning of the level. In this corridor go through the
crawlspace in the right wall and back to the starting area.
The Pink Security
Pass Card
From the starting
position run S and left (E), shoot the grate and climb down the ladder, go
directly NE to the first grate you find in front of you, break it, crawl and
drop into the room below. Nothing to find in the cabinets,
but look for a pink Security Pass Card
on the floor near the center of the room. Back to the hole in the
ceiling where you dropped into this room, this time you'll need to jump from
the raised ledge in the corner to the E edge, shoot the next grate and time the
laser to go out and to the right (S), the ceiling is higher in the middle of
the corridor so you can jump up when the laser comes. Continue left (E), shoot
the grate, left again (N), and situate Lara in the right side of the
crawlspace; when the laser moves to your left, quickly go out, stand up and run
to the E to open a trapdoor and drop into an office area.
The Orange Security
Pass Card – Third Secret
If you pulled the
covered switch near the entrance of the many lasers room, the NE door should be
open here, go inside, pick up the small medipack in front of the fake door and push the
middle crate once to the S, now the left crate once to the E and finally pull
the right crate once to the E too to discover SECRET
#21: Golden Ingots. Go
outside and use your card to open the door, shoot the guard and pick up an orange Security Pass Card he drops.
Second Disk
(Security Program)
Back to the
corridor with the laser, to the crawlspace in the left wall, continue W timing
a first laser and in the junction with the second laser go left (S) and take
the first to your left, shoot the grate, open the floor trapdoor and drop into
the same offices area, but this time at the other side of the central lasers.
Shoot a couple of soldiers and use your
card to open the door. Inside this new room pick up
the hard-to-see second Security Program
in front of the seats.
The Mati Artefact
Back up to the
ducts, go W to the very end avoiding the laser at the crossing, right (N) to
climb the ladder in the passage to your left. Advance and take a left at the
crossing, shoot a last grate, crawl and go to the closed door to trigger a cut
scene. Use your disks to open the door, shoot a couple of guards and continue to a room with an artifact
protected by lasers. Jump into the pit to a safe part of the floor and Lara
says:
“This is it. The artifact!”
Wait until the
lasers are over the artifact and when they're about to go out to the walls,
take a standing jump and quickly pick up the artifact called “Mati” to jump to the
next level.
Level
8 - Just Desert
Walkthrough by José
The Top of the
Rocks
Pick up Lara’s Jeep Keys but don’t use the jeep yet. Advance
some steps and when you’re in the cave entrance turn left and look for a sandy
mound attached to the S rocks, climb it and from the left side run against the
wall and use “Ctrl + Up arrow” keys to climb the block; now jump following the
flat triangular ledges all around this area in a clockwise direction until you
find a solid path to advance W. When you reach the top of the far W wall and
see more triangular ledges don’t continue, but look to your right and drop onto
a sandy ledge near an opening in the W wall.
Wooden Bridges Cave
– First Cog
Continue and shoot
a couple of snakes. I never could pick up
the large medipack near their hideout. In the area
with wooden bridges cross only the first one, turn right and jump to the ledge
attached to the S wall, run up the ramp to the W and use the switch to unlock
the bars where the cog is. Perhaps you already noticed the ball in the ceiling
here; you know what it means: on your way down the narrow ramp, sprint like a
fool and when you reach the bridges area run and jump left to the first one.
Once the danger is
gone, you can go up the ramp again to the opening in the ceiling where the
rolling ball was, jump to the crawlspace (S wall) to get SECRET #22: Golden
Skull. Back again down the ramp, follow the bridges path to the N
alcove and pick up the first Cog (1 of
3). Return outside to the desert area and go around the central rocks to the E
where the cave with the jeep is.
Wide Wooden Bridge
– Second Cog
This time mount the
jeep, drive always to your right and through the big opening until you find a
wide wooden bridge; park the jeep here and from the very first part of the
bridge, turn to face NW and spot a triangular crawlspace near the N wall; go
inside to get SECRET #23: Golden Ingots. Now go out and to the middle of
the bridge, turn left and look for a crawlspace in the S rocky wall, go inside
and find a second Cog (2 of 3) in the
small cave. Back outside and continue driving (notice the opening blocked with
bars on your way) until you find a passage to your left; park the jeep in this
area with the high wooden bridge and dismount.
High Wooden Bridge
Area
Now go S to the
spiked pit and look for a ladder in its N wall, climb down to the opening below
and find SECRET #24: Golden Coins. Go back up. There is an opening
under the W side of the wooden bridge, and inside there is a corridor to your
left with the last cog you need, but it's protected by spikes, so don't go
there yet; instead continue W to an outside area and run through the NW
opening. Once you cross this opening turn right to discover another smaller
passage in the E wall with a yellow light inside. Go to the SW corner and jump
to grab an invisible crack (S wall); shimmy left until you can hoist up.
Continue to finally reach the top of the wooden bridge, shoot the snake, cross over and pick up a small medipack on the
block to your left.
Spiked Passage –
Third Cog
Continue E, drop
into a new room and shoot a couple of snakes;
cross the spiked pit using the ladders in S wall. Take a running jump to the
next ladder E, shimmy around two corners and climb a bit, jump back to the
opening and pull the switch there to deactivate the spikes in the corridor with
the last cog. You need to go there now to pick it up, so grab the ladder again,
shimmy around two corners and jump back to land onto the safe ledge between the
spikes, use the S ladder again to cross the pit, climb the ladder and go to the
bridge, drop to the ground floor and run to the W opening where the third Cog (3 of 3) is. Pick it up and now take the long
way back to the cave you came from where the switch to deactivate the spikes
was.
Using the Cogs
This time, safety
drop to ground floor, shoot a couple of snakes
and exit through the NW passage; shoot two more snakes
and place the cogs in the receptacles to retract some bars above. Now you can imagine
what is waiting for you: repeat again the same movements on your long way back
to the wooden bridge where the jeep is parked (use the blocks near the E wall
to reach the first ladder and try to grab it on the left side).
Dangerous Ride
Mount the jeep and
drive N and E to find the next accessible passage to your left. Carefully
drive, avoiding the pits and the spikes, and when reaching the ramp up, drive
first from the right side, next from left side and finally from right side to
avoid the rolling balls. Once at the top some bars close the way at your back
and you can't use the jeep anymore. Go up the wide stairs and use both switches
in the left and right sides of the bars door to open it. Enter, and after the
flyby run down the passage to finish the level.
Level
9 - The Cradle of Life
Walkthrough by Phil
Lambeth
Begin in a dark
cavernous area. Run a short distance forward (W) to a crossing to draw
out a diamond-studded yeti. When he's dead, run N at the crossing to alert another yeti. When he's gone, you'll have
some peace and quiet to do your business here.
First, get your
bearings. From the crossing near the starting point, W leads to a pit you
can jump across, S leads to a small lake and N leads to a closed gate flanked
by a steep ramp. The order does make a difference.
N Route
Go up the N ramp to
find the first of three sets of teeth doors. In front of each one is a breaktile. Time a run past each set of teeth doors
and come to a wall switch. Pull it down to open the gate below.
Getting back is much trickier. You must take a running jump over each
spike pit just as the teeth doors have closed. When you're safely back across,
run down the ramp and loop around sharply into the passage and into the open N
gateway.
Just beyond the
gateway is a pit with deadly water. To the left and right are timed wall
switches. I don't know if it matters which one you use first. What worked for
me was to pull the left one, side flip right and pull the right one, turn
slightly right and hop back, take a running jump N to grab the platform, pull
up and run forward before the timed gate slammed shut. Step forward and
pick up A Cog. When you do so, the gate
opens again, so jump back S and return to the crossing for your next task.
S Route
Before you reach
the S wall, loop around left to find a wall switch. Pull it down and
proceed to the S wall. Turn left and come to a small lake. There
are three underwater passages. If you swim across E and pull out, you
will see four cog receptacles. However, only two are needed to progress,
and you already have one. Jump into the water and swim into the S
passage. Turn left at the dead end, then right and past the gate
apparently opened when you pulled down the wall switch. Pick up the Golden Skull for SECRET
#25. Swim back out and turn right for the small medipack.
Continue to the end of this passage for revolver
ammo, then return to the lake.
Go through the E
opening and the smaller opening ahead and pull the timed underwater lever to
open the gate you just passed (and another one at the other end of the side
passage). Turn left and swim back and to your right into the timed
passage. Pick up A Cog and quickly
swim forward and to your left before the second timed gate closes.
Back in the main
part of the lake, pull out E and place the two Cogs in the only receptacles
that will receive them. Return to the crossing.
W Route
Walk to the end of
the short ramp and take a running jump and grab across the pit. Pull up
and hop with grab over another but smaller pit. Turn around, hop back to grab
the edge and shimmy right until your feet find the ladder. Climb down to
the bottom of the pit and pick up the Golden Ingots
for SECRET #26. Climb back up until
Lara's hands are above the top rung of the ladder. Take a rolling back
flip and grab the edge of the doorway you opened by placing the two Cogs. Pull
up inside and follow the passage until you trigger a flyby.
Pull up onto the SW
block and loop around to pull up N. Take an angled running jump slightly
NE to the higher ledge ahead. Crawl forward and pause for revolver
ammo. Turn left and then right to enter a maze area. The best way
to proceed is to keep to your right at all times. If you like you can trigger a
breaktile, but back away quickly so you won't fall
into the spikes. Pick up the nearby revolver ammo in the alcove, then continue N while keeping to the right. Trigger another
meaningless breaktile, then
backtrack for the small medipack. Crawl over
the corner of the nearby breaktile and then another,
and continue around to your right until you reach an alcove with Golden Coins for SECRET
#27.
There's nothing
else of importance in here, so turn around and continue crawling to your right
until you finally exit the maze. At the entrance ledge, face E and take a
running jump slightly NE to land in an upper entrance. Follow the winding
passage, drop down at the end and come to a small room with a hand
receptacle. That shiny round artifact you've been carrying around since
the end of Level 7 (called Mati but shown as LOAD in my inventory) is supposed to be accepted
here, but if it isn't (as it wasn't in my case) you're going to have to use the
savegame provided by the builder in order to proceed.
Drop down NW onto
the ledge and take a running jump S into the opening. Follow the passage to the
end, hop down and crawl through. Continue W to trigger an FMV where Lara
exchanges trash talk with a competitor for the artifact she's seeking.
After the competitor meets a violent end, continue W and take a running jump
and grab to the central island. Pull up and claim the PANDORA BOX. As you pick it up a cut scene shows
a trap door opening above a ladder.
Jump the gap W and
pull up to find the REVOLVER and the LASERSIGHT near the body of the recently departed
competitor. Follow the sandy ledge around clockwise and enter the N opening for
revolver ammo. Return to the corpse, go
past it and take a running jump S across the gap. Pull up to find that
ladder from the cut scene in front of you. Climb up and follow the
passage to an open area. Loop around right here and find a wall switch
that lowers another trap door in the previous passage. Go there and climb down
to find another wall switch.
Use the ladder to
climb out and return to the open area. Climb the E blocks to an opening an continue up the passage (watch out for the spike pit just
inside). Climb up through the open trap door at the end and continue to end the
level.
Level
10 - Back to the Croft Manor
Walkthrough by José
Go outside the
mansion and to the hedge maze. Follow the same path as in Level 3 to get the
secret here:
Go inside and run
always to your right when possible until you find the N brick wall; now run W
and continue always to your right doing some turns until you find another long
stretch of the bricked N wall; continue W but near the end, before the corner
taking S, there is a passage to your left with a hole in the floor. Drop and
follow the path to a small room. This time there’s not a secret here, but a
small button. Press it to get a camera shot of an opening in a wall. Retrace
your steps to go out of the labyrinth.
Back inside the
mansion, from the main hall run up the N stairs, turn right at the top and open
the door in the N wall, go up the W stairs to discover that the fire is off in
the fireplace. Crawl inside and press the button to get a camera shot of a door
opening.
That’s the door
leading to the basement, so go back downstairs to the main hall and take the W
passage, right side. Go down the stairs to your right to find a sort of
library-maze. Advance always to your left where possible until you find a
book-switch at the end to pull. Do that to jump to the bonus level.
Level
11 - Bonus Level
Walkthrough by José
Turn around and go
through the NW passage. When entering the next room some crates appear in the
previous corridor, blocking the way back, but don't worry, there's an open door
S where you can pick up the Uzis and 2 x uzi ammo
and get back to the main hall if you want.
Nothing interesting in the pit unless you want to shoot some animals, so
jump from chandelier to chandelier to reach the N side of the pit.
South America Area
Advance through the
snowy passage and shoot some bats,
further on you'll find a wider area where you'll deal with some wolves. Again, there's nothing interesting in the
wide pit below except a small medipack
in the N opening near the skeleton, but if you drop down you'll have to deal
with two more wolves. You can go back up
from the mound in the NE corner of the pit.
Jump to the ledge
in the E wall and go inside that room to find a large
medipack. Pull a switch in the SW corner
of this small room; go back to that ledge, take a running jump to the wider
ledge in the S wall with the closed door and from here, another running jump to
the W big ledge with the switch. Pull it to open a door somewhere. There's not
a camera shot, but by pulling this second switch you've opened a door in the
entrance passage to this area. So drop into the pit, run to the NE corner and
climb the N ledge, turn left and run to the W exit where you killed the wolves
minutes ago; continue S through the snowy passage and take the first corridor
to your right (W) to find the open door and pick up the Old Key. Go back to the previous area and jump to
the S wide ledge to find the open door you saw when picking up the key. Enter
and negotiate the dart traps, pick up a large medipack on the right side of the stairs and
continue to go back to the mansion.
Greek Area
Run down to the
main hall and through the SW passage; take the first corridor to your left
(where the kitchen should be in the original mansion) and use your key to open the door. Advance and enter the Greek Area.
Turn left and kill an old TR1 enemy: Pierre?
Go to the S side of the room and push the moveable box to the E to open the
door at the center of the E wall. Go there, but don't try to pick up the large medipack; instead, run to the switch, pull it to open a
door somewhere and wait until the rolling balls stop to pick up the goodies: uzi clips and the large medipack (duck to get this last item).
Go back outside and
to the S side of the room where the moveable box is. Move it all the way to the
W marked tile and climb it so you can take a standing jump N-NE to grab the
edge of the broken column. From here jump to the next broken columns: E / NE /
NW / W / S / E / SE and from here a running jump to the ledge with the open
door. Run off the edge, slide and drop into the water hole, find the UW lever
near the SW corner and surface S; climb the blocks and use the switch at the
top to open the next door. Take a running jump over the pit to go back to the
main room.
Now take a running
jump N-NW to grab the edge of the column and continue jumping from column to
column to reach the W ledge with the open door. Go inside and pick up the Ankh to see a screenshot of a door opening. That
door is located in the high N wall ledge, so go outside, turn left, take a
running jump to the N ledge and go right and through the open door to return to
the mansion. Go back down the stairs to the main hall, again through the SW
passage but this time don't take the first corridor to your left but a bit
further turn left and look for a receptacle in the SW corner to place the Ankh
and open the doors.
Egyptian Area
Jump into the water
and dive through the NW UW passage, swim through the first opening to your
right to find an UW lever at the end; pull it and go back and always to your
right to find the open UW door. Get out of the water in the NE corner, climb
the blocks and when you find a ramp, slide down backwards, grab the edge at the
end, shimmy left and drop onto a safe tile. Continue climbing the next series
of blocks until you arrive at a lava room. Slide and jump to grab the edge of
the central bridge, hoist up and run through the S opening; Pierre awaits you
again in this room so dispatch him and pick up 2 x uzi clips, pull the switch and go back to the
bridge. From the center of the bridge take a running jump with grab to the E
open door and return to the mansion.
Atlantis Area
There's a big pit
in the main hall, so safety drop to the bottom of this pit and go through the E
opening. Deal with the winged enemy in
the next room, and when she dies the E door opens. Go there to trigger the
final flyby and finish this adventure.