RESCUE ANAYA - PART 1
Levels by Ray Croft
Authorized walkthrough (with much help from the builder) by Phil Lambeth
Level 1: THE FORGOTTEN CRYPTS OF GIZA
After the opening flyby, examine the PDA in your inventory to learn the details of your mission. Climb over the structure and head S for the water. Jump over to the central structure to attract a giant bug. Jump into the water, swim to the SE corner and pull out to your right. Pull down the wall switch (screen shot of a gate opening). If you look up W you can see a triangular opening, but let's save that for later. Jump back into the water and swim into the narrow W opening (disregard the skull image). Pull out, grab the shotgun ammo and exit W to a large underground area.
Go straight forward around the tall column and past some fallen debris and another tall column to an opening in the W wall. Climb two blocks and go up the ramp to your right. Climb another short block and emerge on a ledge overlooking the underground area. Jump SE to grab a rope and jump off to land on a network of stone bridges. Follow SW and jump across for uzi ammo. Return to the stone bridge and from the NE corner jump into the water below. Pull out S near the SE corner, turn left and pull up E onto a block. Jump forward to grab a higher block and pull up. Turn left and take a running jump N close to the wall. Make your way to the NE corner and stand jump slightly SW to the small ledge.
Face S, hop back and grab the edge, and safety drop in front of a triangular opening that leads to SECRET #1. Pick up the automatic pistol ammo and the flares, get back out and hop SW into the water. Locate a small opening in the N wall and swim through. Follow to an opening and look left for a triangular opening. Swim inside and save your game in front of the timed underwater lever. You need to pull it, swim out and continue around to your left in a counterclockwise direction past the timed gate.
In the next room pull out carefully in a corner to avoid the flame blower. Stand at the base of the central structure, facing N. Just as the flame blower inside is about to subside, jump inside and pull down the wall switch. Back flip during the cut scene (gate opening somewhere) and dash left into the water if you need to douse the flames. A giant bug has been attracted, so deal with it before leaving. Swim back to the underground area, pull out and look up N to see the opened gate. Make your way back up to the NE corner, hop to the ledge and jump with grab into the N opening.
Light a flare at the edge of the lava pit and toss it to illuminate a translucent platform across the way, a little right of center. Use it to get across. In the next room, move the block away from the NW corner to reveal a closed gate. Use the pushblock to pull down a wall switch in the N wall and in the E wall. The central trap door lowers. Climb down the ladder and pull down a third wall switch (cut scene of a closed gate in front of a spike trench). Note the keyhole in the S wall (for the Palace Key you'll get much later). You can do nothing more here at the moment, so use the same translucent platform to get back across the lava pit (you might also note a similar platform in the NW corner).
At the opening to the cave, jump to the ledge and from there to the sloped platform on your right. Another jump to the W ledge and a running jump (without grab) to the S pillar. Jump S to the bridge network and jump over to the E pillar. You can see that the S gate is open, so make your way there and follow to a lava trench. Stand jump forward to grab the monkey bars and time your way past three flame blowers. When you pass the third one, continue to the end, drop and grab and quickly pull up before the flames return.
Save your game in this next room. The S passage leads nowhere, so face W at the entrance and side flip right to land on a slope. Jump off and grab the sloped platform ahead. Shimmy almost all the way to the right, pull up and take a rolling back flip. Slide down the next slope, jump off with a right curve onto the next slope, jump off and activate the jump switch high up in the S wall. Side flip left immediately upon landing to avoid the boulder rolling down toward you. Pull up E into the opened alcove and pull down the wall switch (screen shot of the gate opening in front of the spike trench).
Use the monkey bars to time your way back across the lava trench. Drop, grab and pull up on the other side. Return to the large cave and get down to the floor according to your chosen method (it's faster to jump into the water). Exit SE through the same passage by which you first arrived and swim back into the adjoining room. Surface at the SE corner and pull out right near the wall switch. From the highest point of the mound stand jump to grab the triangular W opening you ignored earlier. Pull up and follow around left to another opening. You can see a ladder on the pillar ahead, but you can't reach it because of the large base. Turn around to see another ladder over the entrance. But first, pull up into the E crawl space next to the unlit wall torch for shotgun ammo. Then jump up N to grab the ladder, climb up a bit and take a rolling back flip to grab the pillar ladder. Shift right or left around two corners to the other side and pull up through the opening.
Grab the large medipack, jump SW to the slope, slide, grab and shimmy over to the S end. Pull up and follow the short passage to the spike trench you saw in the cut scene. Jump up to grab the ceiling and monkey swing over the spikes to the opened gateway. Hop down into the next room and take the EMERALD STONE and flares from the two plinths. There's nothing of interest in the window sill, so monkey swing back over the spikes and shoot the giant bug when you reach the other side.
Safety drop to the cave floor and note for later the red-tinted water E. For now, go to the S spike pit and take a running jump over it. Hop onto the SE block and save your game in front of the timed E wall switch. Pull the switch and press the look key to kill the cut scene of a fire going out. Hop back, side flip right and run forward to climb the long E ladder. Pull up at the top, run left along the ledge and jump onto the near edge of the corner block. Jump up to grab the monkey bars and monkey swing across the room to the opening. Drop down, run forward past the ceiling obstruction and find a ceiling trap door just beyond it. Turn left, hop back against the wall and jump up to grab the handle. When you land, turn left, hop back and jump forward E to grab the ladder. Quickly climb up before the flame returns and pull up.
You can't shimmy past the corner here, so face slightly NW and jump to grab the N crawl space. Pull up inside and crawl to a room with colored columns. There's a ladder to your left, but the ledge above is spike-trapped. Hop down, pick up the small medipack and note the keyhole and the stone receptacles beyond the N gate. Jump over the E shaft and find a TORCH at the end of the passage. A spike ball has dropped from the ceiling, so throw the torch past it, crawl underneath, retrieve the torch but do not toss it down the shaft. Instead, take it to the S crawl space from which you entered, toss the torch into the opening, crawl in after it, pick it up and continue until you can toss it into the opening where the flame below has mercifully gone out.
Drop down into the passage, retrieve the torch, toss it down E where you'll be able to find it again, monkey swing across the room, climb down the ladder, grab the torch and jump over the spike pit, and finally light the torch on the lighted wall torch. Light the nearby wall torch next to the entrance to retract those spikes mentioned in the previous paragraph (the cut scene is devilishly hard to get rid of). When you finally get camera control back, drop the torch and return to the room with the colored columns. Climb the ladder in the SW corner and back flip onto the ledge. Take a running jump E to grab the higher ledge and pick up the RUINS KEY as well as MP5 ammo.
Go back to where you dropped the torch and jump into that E pool of red-tinted water. It looks deadly, but it's not. Jump in and swim down a long shaft. Locate the narrow S opening near the warrior statues and swim inside. Surface for air and pull out. Watch out, because the water on this side is deadly. Use one of the ladders to shift around the corner to the other side and go to the dark SE corner to find a timed wall switch. Pull it down to lower those four platforms at the ladders. Quickly run to the nearest ladder and climb up before the platforms rise back up. Jump to the higher SE ledge for automatic pistol ammo. Jump back to the network of bridges and appraise the situation.
There are closed gates NE and NW. There's a laser sight beyond the E bamboo bars. There's one pushblock, which means you have to choose between the four platforms. That laser sight seems important, so your first inclination is to move the pushblock onto the SE platform. Actually, it doesn't matter which platform you select, as the result is the same each time. When you're done, jump down and pull the wall switch back up to lower the platform and the pushblock. Move the latter onto the marked tile to open a gate. Use the pushblock (if you moved it onto a platform on the S side) to jump to the bridge (Lara won't grab the raised platform) and find the opened NE gate. Enter, turn right and grab the LASER SIGHT at the end of the S passage (cut scene of a brass shooting ball) and find another closed gate at the end of the ramped E passage.
Return to the bridge network and jump back to that SE ledge where you got the ammo earlier. Take a running jump NW to a corner of the higher green structure. Look E and jump to the opening in the wall there. There are two buttons in the E wall. Push only the one on the left (screen shot of a gate). Jump back to the green structure and hop the corners to the W side. Jump into the opening, and this time push only the button on the right (screen shot of the gate opening).
Jump back to the green structure, drop to the bridge network and go up the NE ramp past the opened gate into a new room. The OLD KEY is in the NE corner. Look up N to see that brass shooting ball, but you can do nothing with it yet. The receptacle for the Old Key is all the way back at the beginning of the level (which isn't that far, actually), so go there, jump into the water and pull out onto the central platform where you shot that giant bug at the very beginning. From the highest point of the mound take a running jump E to grab the window sill. Pull up and use the Old Key to open the gate.
You can't reach the ladders in front of you, so jump SE onto the ledge. Hang, drop and grab the crawl space below. Pull inside and crawl forward and around to the left. Stand up in a corner and wait for the flames to subside before stepping forward to face the rolling boulders. Turn to your right, pull up into the crawl space in a crouched position and pick up the flares. Get back down, hop over the first boulder track and pull up left for a large medipack. Get down and hop over the second boulder track. Pick up the AUTOMATIC PISTOL in the NE corner and get a screen shot of that brass shooting ball. You know where it is, so leave this room, crawl carefully past the flame blower, and draw your pistols as you approach the edge of the crawl space to deal with a giant bug before it can get in there with you.
Lower Lara out over the slope below (a bit buggy here, you have to be directly over the slope), shimmy to the left edge, release and drop, take a rolling back flip with a right curve to land on the facing slope, jump off to grab the ladder and climb up into the alcove. Jump NW to the ledge and SW with grab into the W opening. Drop out from the crawl space at the other end and make your way back up into the high SW opening. Return to the cave and to the red-tinted pool. Swim down, into the S opening, pull out and get up to that bridge network and into that NE passage. In the room at the top of the ramp, combine the Automatic Pistol and the Laser Sight and shoot the brass ball.
Go back down the ramp to find that the NW gate is now open. Grab the RUBY STONE and get back down. Jump into the water N and swim back up to the cave. Pull out, go left and jump over the spike pit. Climb the SE ladder, monkey swing across the room and use the crawl space as you did earlier to get back to the room with the colored columns. Insert the Ruins Key in the keyhole to open the N gate. Enter the small room and place the Emerald Stone and Ruby Stone in their receptacles to open the central trap door. Jump into the water and swim along the narrow tunnel to an underwater room. Take the uzi ammo from one of the plinths ahead and to your right and pull down the nearby SE ceiling lever. There's another ceiling lever under the arch in the N wall. When both are pulled the ceiling trap doors open so you can get air.
Pull out, and at the end of the passage take one step back from the edge, hop to the ledge next to the wall, immediately reverse roll and grab the edge on the other side. Pull up and carefully walk S along the edge until you can time a jump SE to the next ledge, followed immediately by another jump SE to a safe ledge. Exit S to a new room.
Climb the blocks ahead and drop down the other side for a small medipack near the S wall. Pull up higher S and jump E to the corner ledge. Jump N to grab the ladder and shift left around two corners to the other side. Back flip to the ledge and jump W to the next ledge. Vault up and push the button in the NW corner to open a door. Jump back E to the other ledge and safety drop to the ground. Climb the S blocks again and jump to grab the monkey bars along the W wall. Monkey swing N to the opened door, drop down and push the button to open another door high up in the S wall. Drop to the ground, climb the S blocks, pull up higher and hop into the opened doorway. Push the block to your left to access a new room.
Move the pushblock onto the marked tile in the corner to open a door elsewhere. Get up on the block and jump W to grab the ladder. Climb up and notice the brass shooting ball as you pull up into the alcove. Hop SW into the next alcove and shoot the brass ball (opens a secret door elsewhere), then hop into the NW alcove and push the button to open another door. Drop down and return to the previous room. Get back around counterclockwise to the ledge in the NW corner in the same manner you did earlier. When you get there, jump SW to the slope, slide down and grab the edge, and shimmy left until you can pull up. Step into the SW passage and pull up into the opened doorway. In the next room take the UZIS and the PALACE KEY from the plinths.
The Palace Key was mentioned early in this walkthrough, so you must make your way back to the beginning cave and up to the gateway near the NE corner. But first, get down to the ground, exit this room and find that the traps in the next room are now dormant. Jump into the water, swim out W and pull out in the stone receptacle room. Exit S, and on the way out of the room with colored columns look up right to see that the door next to the W ladder is open. Pull up inside for SECRET #2 and take uzi ammo, shotgun ammo and a small medipack from the alcoves. Get down, crawl out S and follow the familiar route back to where you began this level. Return to the first cave you visited and get up to the room near the NE corner, using the translucent platform to get across the lava pit.
Watch out for that central shaft and move the pushblock underneath the keyhole. Get up and insert the Palace Key to open the gate to your right. Pick up the small medipack at the entrance and move the pushblock as far W as you can. For the next secret you need to make a tricky curved running jump left to activate a high jump switch in the S wall of the next room. It's likely to require many tries before you get it, but you're rewarded with a cut scene of the secret door opening.
On the N side of the entrance is a deep pit. Climb down the ladder, grab the shotgun ammo and climb back out. There's a longer N pit on the other side of the column next to the steps leading up to the palace, but let's save that for later. Head W into the next area. Climb the ladder until you're just below the blade trap, shift left as far as possible and take a rolling back flip to land on the slope behind you. Jump off to grab the S ladder, shift right around one corner, climb to near the top and back flip onto the sloped ledge. Turn around and jump NW to the higher emerald ledge, then hop to the ledge in the NW corner and push the button. An underwater gate opens, but the door to your left remains closed (we'll return here later).
Safety drop to the ground and go to the SE corner of this room to find the opened secret door at the end of the passage. Enter for SECRET #3 and find shotgun ammo and uzi ammo on the plinths. Return to the emerald steps leading up to the palace and find a ladder near the N cat statue. Climb down to the bottom of the pit and enter the N underground caverns.
There's a closed gate on either side, each one holding back a hungry crocodile. Look down into the central pit and jump into the water. Swim down NE and see the opened gate at the end of the passage. Get past the rotating can opener and surface for air. Swim around the supporting column to the left and find a ceiling alcove with a timed underwater lever. Pull it, swim down and forward S and left around the next column. Pull up onto the ledge (on either side of the mound), turn around and jump into the SW alcove. Pull down the N wall switch and jump back into the water before the flames return.
A block has been raised in the NE corner. Get there and pull down the E wall switch to open gates behind you. Turn around and jump to grab the ladder. Climb up and run forward past the opened gates. In the next room move the two pushblocks onto their corresponding marked tiles to open an underwater gate. Before leaving, make a note of the closed S door and enter the small N room to find a stone receptacle for later.
Get back to the subterranean pool and find the gate you opened in the NE corner. Swim over the blade. Swim up and pull the underwater lever to lift the gates you saw earlier and release the crocodiles. Swim back out over the swinging blade and exit S past the rotating can opener. Pull out onto the highest block step and jump slightly SE to grab the edge. Pull up, jump up SW over the slope and pull out to deal with the waiting crocodiles. Enter their lairs E and W and activate the wall switch in each one. A door you saw earlier is now open.
Exit the cave S, climb the SE ladder and pull up onto the palace steps. Run forward into the adjoining side room and use the two ladder columns to get back up to the ledge at the NW corner. The door there is now open, so enter and face your next set of perils. Wait for the flames to subside and stand jump to the far corner of the platform. When the spikes pop up, jump NW and run around to the left to jump and grab the ledge in the SW corner. Pull up and then pull down the wall switch to open the palace doors. To get back, hop up to the NE ledge and time a standing jump down to the flame blower column. Jump E with grab to glide into the opening, and safety drop to the ground below.
Go up the emerald steps and through the opened door. Jump into the water and swim through the diamond-shaped passage into another new area. First, swim up to the ceiling, turn right and enter the N alcove. Turn around and pull the underwater lever (cut scene of a door opening to reveal spikes). Swim across to the S alcove for air and note the closed door. Swim down and enter the diamond-shaped SE tunnel. Swim down at the end, then up, and pull to find the opened door with the spikes. You can walk through the spike field without taking damage, so do so carefully and step up onto a corner of the flame blower tile. When the flames subside, run forward to pull down the wall switch (cut scene of spikes elsewhere withdrawing), turn slightly to one side and hop back. Walk back through the spike field and jump into the water.
Swim back to the main room and into the SW hexagonal channel. Swim up the shaft at the end and pull out. In the next room the spikes beneath the jump switch have been retracted, so move the two pushblocks S against the stationary block to form a bridge. Get up on it and pull the W block from the wall and use it to activate the jump switch in the N wall (cut scene shows an underwater door opening). Jump up to the E ledge for shotgun ammo and leave this room.
Back in the main room, the opened door is at the end of the NW passage. Swim over the blade trap, but do not pull down the underwater level you see ahead of you unless you want to be spiked. Instead, swim up into the opening, turn around and pull that underwater lever. Swim back into the passage and find that the second door W is now open. Enter and pull out into another room with lava and flaming pillars.
You can apparently ignore the first pillar, but I stepped on it anyway in case there's a trigger of some sort. Time stand jumps to the other pillars until you reach the NW opening for a wall switch (screen shot of a closed trap door in the main room). On the way back, jump to the NE corner to find another wall switch that opens that trap door. In the main room, loop around left to find the opened trap door in the NE passage. Pull out to face a lava trench. There is an opening at each end, and you have to use both. Jump to the slope and make your way toward one of the ladders by using an arrow key. Grab the ladder, climb until Lara's hands are one rung below the ceiling, and take a rolling back flip into the alcove behind you. Pull down the wall switch for a screen of two closed trap doors in the main room. Turn around and take a running jump to the slope, work your way back to the entrance, and repeat for the wall switch in the other corner. The trap doors open, so return to the main room.
The opened trap doors are in that narrow opening near the SW corner. Swim down and watch out for the spike traps in the passage below. Continue to the underwater lever and pull it to open the last door in the main room. Get past the spike traps and return to the main room. The opened door is in the high S opening. Pull out, climb the ladder and pick up the WARRIORS STONE.
Get back to the main room, exit S and swim up to the palace entrance. Run halfway down the emerald steps, turn left at the cat statue and climb down the ladder into the deep pit. Enter the subterranean area, jump into the water at the central pit and swim past the rotating cigar cutter into the cave area. Pull out N and use the raised NE block to get to the W gateway as you did earlier. In the next room turn right and locate the receptacle for the Warriors Stone. The S door in the previous room is now open, so go there and start running up the ramp to end the level. Review your stats and hit the escape key to load the next level.
Level 2: THE DRAGON PALACE
You start with all accumulated pickups in your inventory. Run W into a room with skull-patterned columns on the far wall. Turn left and jump over the water to grab the S ladder. Climb up through a spider web, which foreshadows what's to come. Step forward with weapons drawn, slide down and run forward to attract two giant spiders. Retreat to the slope and shoot them from that vantage point. They're pretty smart, so you'll probably need to slide down periodically to lure them forward again.
When the coast is clear, run forward into this dark cave and go to the SW corner. Find a low block that you can climb onto, then climb higher S. Turn around and take a running jump N to grab a ladder. Climb up to the ledge and run forward to the N wall. Turn right and take a running jump E to the next ledge. There's a closed gate ahead that you'll soon open. Hang from the E edge and shimmy right along the crack over a spike pit until you can pull up safely (or, you can continue shimmying all the way around the corner and pull up for some MP5 ammo).
From the E ledge, walk N at bit and jump W to the next ledge. From the SW corner, jump to the ramped ledge and step down in front of the flame blower and the timed wall switch. When the flames subside, run forward, pull down the wall switch and take a rolling back flip. Run off the edge and take a running jump back to the N ladder. Climb up, jump to the E ledge and run forward into the timed gateway. Get past the blade trap and pull down the wall switch to open a door back in the first area.
Get down to find two more giant spiders waiting for you. Go to that spike pit and take a running jump and grab up onto the E ledge for a small medipack. Leave this dark cave N and see the opened door up ahead and to your right as you exit. Jump into the water trench below, swim left to the W wall and pull out right onto a slope. Back flip into an alcove, turn around, crawl under the blade trap and follow to a wall switch that raises an underwater block. Get back to the trench, pull out N and deal with the waiting pteranodon.
That raised block is in the next room E. Jump to it, pull up into a higher area with a closed door and turn around to shoot the S window. Get back down, head W to the next room and turn right in front of the wooden pillars. Find the ramp in the corner and jump up W to grab the opening. Pull up, turn right and pull up into the doorway you opened earlier. Follow the passage around to those skull pillars. In the first alcove to your left, stand at the edge facing W, hop back and wait for Lara to clear the edge before hitting the action key. Lara should glide onto the ledge below. Run forward for SECRET #4 and pick up the uzi ammo.
Slide down to the floor, run across the room and turn left past the wooden pillar and get back to the upper passage as you did earlier. This time follow the passage around to a gray block (note the closed door and keyhole ahead in the passage) and turn left to face the E rope. Jump and grab it, and swing forward to jump off onto the upper ledge with the wooden pillars. Loop around left, pick up a TORCH and note more closed doors in this area. Toss the torch down where you can find it again and jump over the fence in the SE corner to land in the water. Pull out, retrieve your torch and take it to that raised block in the E room pool. Take three hops up to land inside that alcove with the campfire. Carefully approach the flames in the left corner and light the torch.
Hop down to the raised block and toss the torch S. Get down and retrieve it, then take it to the W room and light two sconces, one attached to a wooden pillar and the other just opposite on a skull pillar. Another block rises in the E room, and the cut scene here is harder to kill than the one mentioned earlier. Find the raised block, climb it and pull up N onto a ledge where you'll find the GUARDIAN KEY. Return to the W room and use the ramp in the corner to get up higher, pull up N and follow the passage around to the keyhole you noted earlier. Insert the Guardian Key to open the door and enter to trigger a flyby through this large room.
Yes, the water below is deadly. Go around the wooden pillars on your right and find jump switches mounted on the back sides of two of the pillars. There are two more on the opposite side of this room. (Note the closed gates, one in each wall.) When all four are activated a door opens back in the E room. Go there (jump into the water trench below), hop onto the raised block in the pool and hop up further in front of the opened N doorway. Make your way past the three spike traps into the next room and move the crate away for uzi ammo. Get up onto the crate, jump to the higher ledge and find two pushblocks. Move them onto the marked tiles to open the gate below and also a gate back in the area you accessed with the Guardian Key.
Taking the cut scenes as a hint, let's leave the opened N gate for later. As it turns out, you could go there now if you wished, but I didn't learn that until later. Get back past the spike traps and return to the area with the four jump switches. The gates in the N and S walls are both open, but you can only access the S opening from this side. Enter the dark room with a central structure and engage an ahmet. Back flip onto the slope in the SE corner and jump off to grab the ceiling. Monkey swing to the crawl space, drop, grab and pull in. Step forward and pull down the wall switch. Get back down and climb the ladder in the NW corner (face W) to an upper room.
Run into the W passage. Two blade balls drop from the ceiling , but if you're fast enough you can get by before the blades pop out. At the end of the passage, wait for the flames to subside, then jump forward to activate the jump switch. Run forward into a corner and wait for the next flame cycle before crawling back beneath the blade balls. Enter the E passage and jump over two swinging blades. Turn around a block before the end of the passage, turn around and jump straight up to activate a jump switch. Get back past the swinging blades and find that the S gate is now open.
Enter to find a water room with flaming blocks. The water is safe, and there's an opening down in the SW corner, but you're not yet ready to go there. However, you can get MP5 ammo to the right of that opening next to the pillar. There are timed wall switched at the NW and NE corners of this ledge. Pulling them down turns off the flames for a while (the NE switch affects only the two farthest blocks, so pull the other one first). First, run to the block against the E wall and pull up into the opening for the MP5. Return to the switches and pull them down again. This time, reverse roll, stand jump to the E block and take a running jump to grab the central block. Pull up, take a running jump to the block ahead, line up for a running jump and jump without grab to the S ledge. There's no need to use the block in the W wall at all.
Note the scales in the room ahead and leave it for later. Jump from the ledge to the E ladder and climb up into the opening. Pick up the SMALL WATERSKIN and get back out. Swim into the SW passage and in the next room with all the wooden columns locate the ceiling hole in the far NW corner. Swim up past the spider web, pull out and note the ladder leading to a closed gate. Enter the next room and follow the fence around for a large medipack. On the way back, pull down the S wall switch. The gate above the ladder is still closed, so swim back down and find another ceiling hole in the near NW corner (not far from the entrance to this room). Swim up the shaft, pull out and run past the opened gate into another fenced room.
Go around to a wall switch in the SW corner. Pull it down, return to the water hole, swim down and locate a ceiling hole in the SW corner of the lower room. Swim up, pull out, turn and jump to grab the higher S opening. Pull up and enter another fenced room, this one leading to the LARGE WATERSKIN. Return to the lower room, exit E to the flaming block room, pull the underwater lever on the left side of the column against the N wall (opens a gate in the scales room), pull out N onto the ledge and repeat the timed run leading to the S ledge.
Go through the arched opening into the scales room. Take a running jump and grab over the spike pit, pull up and enter the water room on your right. The correct answer is one liter, so fill the small waterskin, combine it with the large waterskin, fill the small waterskin again and combine it with the large waterskin again, leaving one liter in the small waterskin. Pour it into the jug on the left side of the scales (any other amount will cause you to be spiked) and the E gate opens. Run past the swinging spike bag and grab the YELLOW CRYSTAL (screen shot of a secret gate opening). Get past the swinging spike bag and jump over the spike pit. Jump into the water, and for a secret swim across and pull out N. In the next room the N gate is open. Hop into the opening over the gap and run forward for SECRET #5. Pick up 2 x uzi ammo, return to the room with the flaming blocks and swim SW into the room with the wooden columns.
Swim up the shaft past the spider web in the far NW ceiling hole and pull out. The gate above the ladder is now open, so jump to grab the ladder and climb up into a long passage. Follow around the corner and drop down the hole at the end. Hop down onto a ledge at the top of the huge room you visited earlier, and shoot two pteranodons. Hopefully you won't have to deal with both of them at the same time, but if you back up into a corner they at least won't be able to inject you with their poison.
Hop down either right or left onto the wooden ledge, then jump over to the stone ledge against the W wall. Safety drop from the middle of the ledge onto the floor below. Run forward W into a small room where you need three crystals to progress. As you have only one now, turn around and go back E. Turn left into the small passage, jump NE into the alcove and find the opening in the N wall that you couldn't access earlier. Climb down the long ladder at the end while the gate closes behind you. At the bottom, note the rolling boulders and the unlit sconce in the wall to your left.
Hop over the first boulder ramp to find a pushable cage in the trench. Push it to the E wall, get up on it and pull down the wall switch. Pull the cage back a couple of times to assist you in getting over to the next trench N. Note another unlit sconce in the W wall. Hop over the third boulder ramp N and pull up into the W alcove. Pick up a TORCH and get back down, noting a third unlit sconce in the E wall.
Jump over the ramps S (angled jumps are easier) until you're safely on the cage. Face NE, jump onto the ramp when the boulder rolls by and continue with a jump into the NE passage. Make your way E past three swinging spike bags, look left for the SHOTGUN and carefully light your torch on the campfire to your right. Go back past the spike bags and light the three sconces you saw earlier. Drop the torch, make your way to the opened N gate, save your game and enter.
As soon as you enter the spiked walls on either side converge. Run forward, reverse roll near the opening and grab the edge, but do not drop. When the spiked walls retract, pull up and go to the SW corner. Pull up into the W opening for SECRET #6 and pick up the shotgun ammo and automatic pistol ammo. Return to the N opening, drop and slide to the room below. Shoot a couple of aliens and go to the NW corner. Pull the pushblock two times E and run to the S wall. Pull down the wall switch to raise the block underneath the pushblock. Go back there, jump to grab the E ladder, shimmy to the right side, climb up a bit and take a rolling back flip to grab the ledge. Pull up and activate the jump switch near the NW corner. Run along the ledge and find three ceiling holes, each with a jump switch mounted inside. Move the pushblock so you can activate all three of them.
When all four jump switches have been used, the E gate opens. Jump over there, get past the swinging spike bag and pick up the BLUE CRYSTAL. Jump back across to find that the gate in the SW corner is now open. Go up the long ramp, climb the ladder and find yourself back in a familiar area. Make your way over to the E side, jump into the water trench below as you've done before, pull out and go to the E room, hop onto the raised block in the pool, hop up N and enter the spiked passage. Make your way past the spike traps and the pushblock in the next room into the N gateway you opened a long time ago.
The gate closes behind you. Stand at the edge and time a jump to a corner of the first flaming tile. Jump and grab the next tile, note the keyhole in the E wall and shimmy to the next corner. Pull up and jump to grab the rope. Swing and jump off onto the N ledge. Jump to the SW ledge and from there to the ladder. Climb up into the opening and follow the passage around to another opening. Drop down onto the green ledge, note the closed S gate and the inaccessible jump switch at the N end.
Pull back up into the opening, stand jump E and pull up onto the higher green ledge. Get onto the E block (actually, a pushblock to be used later) and face W. Look up to see a brass shooting ball in the ceiling. Shoot it to open a secret gate somewhere. Holster your automatic pistols, and just as the flames subside, take a running jump forward, grab the TRAPDOOR KEY and jump away before the flames return. Pull up into the S opening, pick up the shotgun ammo and go across to pull up into the N opening for a small medipack (noting the closed gate ahead with the final crystal beyond it). Move the pushblock to the SE corner, get up on it and pull down the wall switch.
The E gate is now open, so hop inside and go to the SE corner. Face S, hop back onto the slope and jump off to grab the higher slope. Shimmy right, pull up and take a rolling back flip with a left curve to grab the ladder. Climb up, jump to the W ledge and pull down the wall switch in the NW corner (screen shot of the closed gate in the N opening outside).
Drop down, jump to the green platform, go to the SW corner and safety drop to the lower ledge, and pull up into the W opening. Follow the passage to the opening with the ladder. A standing jump with action will bring you safely to the corner of the flaming tile below. Jump NE to the longer ledge, then to the rope and swing E to jump off onto the ledge with the keyhole. Insert the Trapdoor Key, then jump to the long central ledge, then to the rope, then to the ladder as you did before. Make your way back to that lower green ledge to find that the trap door beneath the jump switch has been raised. Activate the jump switch, pull up to the higher green ledge, turn around and jump into the opened W gateway.
From the entrance, look N to see that a gate has opened there. A long running jump and grab will get you into the opening for SECRET #7 and shotgun ammo and uzi ammo. Jump back to the green platform and from there to the W gateway.
There are five trap doors in this room, and three wall switches at floor level. Two of the trap doors are already raised. Begin by pulling down the SW and E wall switches. Use the ramp to climb onto the first trap door. Jump SE to the next trap door and S to the next one, pull up into the alcove and pull down the wall switch to raise the trap door beneath the closed gate. The NW wall switch and SW trap door appear to be red herrings. Find the pushblock in the middle of the W wall, push it three times to reveal another wall switch and pull it to open that upper W gate. Get back to the previous room and use the raised trap doors to get to the upper W gate. Pull down the wall switch inside to open the N gate in the area where you picked up the Trapdoor Key.
Return to the green platform, pull up into the N opening and jump the gap with grab into the opened gateway. Get past the swinging spike bag, grab the MP5 ammo in the NE corner and pick up the PURPLE CRYSTAL (screen shot of a gate opening near the trap door raised with the Trapdoor Key). Get back to the green platform, drop down W to the lower ledge and jump to grab the S gateway. Pull up and follow the passage to a door that opens upon your approach. Hop down to the wooden walkway and the door closes behind you. Head S past the spare torches, note the keyhole and closed door in the corner and jump over the fence into the water.
Pull out, go to the NE corner of this room and use the ramp to get up higher as you've done several times already. Pull up right into the open doorway and follow around to the open W doorway. Enter and use one of the side passages to get over to the W end. Go to that small room and insert the three crystals in the S receptacles to open one of the double doors behind you.
In this new area, go up the emerald steps SW and save your game in front of the timed wall button. Push the button, side flip right over the fence, reverse roll and run SE to a wooden ramp in the S wall. Face W, jump up to grab the pillar, pull up and take a rolling back flip to grab the pillar behind you. Pull up and take a running jump NE to grab the raised trap door. Pull up, turn around jump W to the next raised trap door, and take a running jump at grab to the W opening before the trap doors fall. Save your game again, in a different slot, in front of the next timed wall button. Push the button to raise another trap door, reverse roll and run to the opening, hop down to the first raised trap door and make your way around counterclockwise to the third trap door and take a running jump to grab the W ladder. Climb up to the opening above and save your game again so you won't have to repeat this sequence later.
The hole ahead is a perfect place for a boulder to come to rest. Go up the N ramp on the right side. Sure enough, a boulder comes tumbling down toward you, but if you sprint along the right wall into the passage to your right you'll escape harm. Continue to the end of the passage, turn around and jump to grab the ladder. Climb up the right side and, just below the swinging blade, back flip onto the ledge behind you and turn around to face your next challenge.
You're high up in the room with the timed trap doors. Hop to the alcove, face E and hop back to grab the edge. Shimmy right along the crack to the opposite corner where you can pull up. Jump down S to the ledge and pull down two wall switches to lift the gate between them. Take a running jump to grab the ladder and notice the wall switch as you climb up. In the next room your first task is to move the nearest pushblock N to the entrance and push it over the edge so you can drop down and pull that wall switch. There's no indication of what just happened.
Pull up into the room and look for inaccessible wall switches under rising block tiles in the E wall and in the N wall at the NE corner. You can move the pushblocks under them, but once you do so you can no longer climb up onto them. So we need to find a Plan B. Pull the SE block away to reveal a small medipack. Move a pushblock against the W wall between the two stationary blocks to form a bridge. Pull back the higher SW block to reveal a wall switch. Pull it down to raise a block in the NE corner. Get on it and pull down the wall switch to lower the block behind you. Move the upper pushblock on the W bridge two times N underneath another wall switch. Get up on it and pull down that switch to raise the block under the switch in the E wall. Pull it down to open the door high up in the SW corner. Move that upper pushblock back S one time so you can jump to grab the wooden ledge. Pull up and enter the next room.
Another room with rolling boulders. This one is quite easy to cross, however. Pull down the wall switch in the SW corner to open a gate back in the spider cave you explored at the very beginning of this level. Two pteranodons seek to prevent you from getting there, so take refuge in a corner and fire away at them. Hop down to the pushblock room, take a running jump and grab N to reach the deep room ahead. Jump to the alcove and shimmy to the opposite corner. Hop to the ledge in front of the swinging blade, turn around and safety drop to the wooden floor below. Follow around to the ladder and climb all the way to the bottom. Exit E past the crystal receptacles and use one of the side passages in the other area to get across to the E end.
Exit E to the next area, turn right and jump down into the water trench. Pull out, turn around and jump to the S ladder. Climb up into the spider cave. Run forward SW to the opening. The floor gate inside is now open, so drop down and find a wall switch that opens another gate. Pull out and run across the cave to the E opening. The floor gate there is now open as well, so drop down to face a lava room. Take a running jump NE to the slope, jump off and grab the ladder. Climb up and jump SW to a ledge with the CATACOMBS KEY. Safety drop from there and pull out into the spider cave.
Exit the spider cave N, jump down to the green platform below and use the NE ramp to get up as you've done several times already. Pull up N into the opening and follow the passage around to the gray block between the skull pillars. Get up on it, jump E to the rope and swing to jump across to the other side. Turn right and insert the Catacombs Key in the keyhole. Go in and slide down to end the level. Review your stats and hit the escape key to start the last level.
Level 3: CATACOMBS OF THE GUARDIAN
If you were wondering what to do with that Guardian Key you were still carrying when you finished the last level, you see at the very beginning of this level where it goes. However, there's no need to use it yet, as there are other tasks you can perform here first. Go past the closed trap door and use the tiles in the lava pit to get across (or simply jump and grab). Jump into the water past the dark area and swim into the narrow opening. Pull the timed underwater lever on your right to lift a nearby gate, and return. Pull out and shoot two bats.
Near the water, light a flare, locate a shallow hole and stand at its edge facing S. Jump to grab a ladder above the gap and climb to the top. Step onto the adjacent column but don't attempt to pick up the artifact unless you want to be spiked. Note the closed W gate (the timed gate opened by the underwater lever) and jump to the NW alcove for uzi ammo. There's a crowbar door at the end of the SE passage that you can't open yet. Now that you know the way, swim back to the underwater lever and pull it again. Turn right, swim back out, pull up left and take a running jump to the ladder. Climb, pull up, turn right and take a running jump into the opened W gateway. Hop down and pick up the CROWBAR while a block rises behind you.
In the W lava room, jump over and use the ladder to reach the higher ledge. Take a running jump with a midair flip onto the W slope, jump off and grab the ladder. Shimmy right to the corner and back flip near the wall onto a block where a pile of torches lies at your feet. First, jump to the N ledge for uzi ammo. Then jump E and then S to a wall switch. Pull down the switch and hit the look key to kill the cut scene (leading to the final secret of this level, so you'll be back here later if you want it). Turn around, back up into the corner and draw weapons to shoot the pteranodon. Jump back N, then W, then S, pick up a TORCH, hop down E to the ledge, turn around and run off NW onto the jutting ledge and jump E over the lava. Hop up onto the raised block, jump up E to the opened gateway and slide/jump to the booby-trapped block. Use the small pyramid to jump up into the SW opening, drop your torch for a moment and open the crowbar door. Pick up the shotgun ammo, retrieve your torch and toss it down onto the ledge below.
Pick up the torch, and from the top step take a standing jump to the corner of the flaming column on your right. Light the torch and jump N onto the wooden ledge. Hop up to the higher ledge and light the tiles in the NW and NE corners. Take the torch back with you to the S ledge and drop it on the rising block tile next to the ladder in the SW corner. Time a jump down to the flaming column against the W wall, wait for the flames to subside and pull down the wall switch to raise the block to your left. Jump S to the ledge, climb the ladder to the left of the raised block and shift right to exit. Pick up the torch, exit this room and jump back into the timed W gateway. Go to the lava room and light the four cat statues in the corners (don't stand too close). When all four are lit, the trap door in the opening area lowers.
Go there, climb down the ladder and shoot two giant bugs. In the next room, move the pushblock underneath the keyhole, get up on it and insert the Guardian Key to disable the spikes that were protecting the artifact you saw earlier. Go back there, get up to the scarab tile and pick up THE TIMELESS SANDS.
Return to the starting area, pull up onto the W ledge, enter the opening and follow the ramp to a large room. Note the E door requiring a key of some sort and use the NW columns to get down into the pit. Jump into the SW water hole and swim down the shaft, through the narrow opening and up into another room. You will see underwater levers on the N and S sides of the central structure, but for now pull only the one at the S side to raise some blocks above you. Pull out and hop up onto the raised structure in the SW corner. Take a running jump N and grab the flat top of the structure ahead. Pull up and jump up at its highest point to grab the monkey bars. Monkey swing E and drop down onto the raised blocks.
Jump to the N ladder, climb up into the opening and pick up the automatic pistol ammo. There's a closed trap door at the end of the passage above you, so jump S to the green ledge and move the pushblock onto the raised trap door (pausing for flares in the NW alcove). Jump back to the ladder, climb down and safety drop to the floor below. Jump into the water and pull the underwater lever at the N side to lower the trap door and drop the pushblock (neat cut scene). Move the pushblock onto the marked SE tile to open two gates high up in the S wall. Get back up to the green ledge the same way you did earlier and jump across to the S ledge in one of the corners. Pull down the wall switch in the alcove, jump back and repeat with the wall switch in the other alcove.
Jump back to the green ledge, jump to the NE alcove, climb the ladder and back flip into the opening above. Turn around and hang from the edge, release and drop down to a slope, slide a bit and jump twice to land on a safe ledge in the lava pit. Jump around the pillar SW to an opening and enter the small room for a GUARDIAN FRAGMENT and a brief cut scene showing you that blocks have been raised in the lava room. Use them to get back out. There's nothing more to do in this area, so return to the water below, exit NE and swim up the shaft to the deep pit.
Jump from the gray ledge to the lower pillar in the NW corner, climb onto the higher one and jump up to grab the monkey bars. Monkey swing E to the pillar in that corner, drop down and jump slightly SE to grab the edge of the pit. Pull out and run past the closed door to the rock wall. Pull up, jump SE into the dark corner, turn around and locate the timed N jump switch. Save your game, activate the jump switch, hop back onto the ledge behind you, turn to face E, hop back twice, jump up to grab the higher ledge and pull up. Hop NE over the column fragment, run N along the ledge, hop NW twice onto the wooden ledges and pick up the CHAMBER KEY before the flames protecting it return.
Hop down to the striped central ledge, go to the other end and jump SW to grab the ladder. Climb up to the green ledge, run to the W opening and drop down left for uzi ammo. Pull down the wall switch there to lift a gate somewhere, pull back up and enter the W opening. Turn around, jump up to grab the ladder, pull up to a higher ledge and run forward. Turn left at the second opening and use the rope to swing across to the other side. Slide down (you'll use the flat surfaces later to get back up) and enter a new room.
There's a demigod guarding the open S gateway down in the trenches. Kill him, enter the gateway and pull down the wall switch to open the W gate. Go there, kill a centaur and pull the wall switch to open the N gate, also guarded by a centaur. The wall switch there lowers a trap door that was preventing you from climbing all the way up the SW ladder. Before leaving, pull up W into the opening for SECRET #8 and MP5 ammo. Get down and grab the uzi ammo on your way to the ladder, climb the ladder and shift all the way left when you're considerably above the trap door (about where the decorated part ends). Take a rolling back flip and curve right to land on the facing slope. Slide, grab and shimmy left until you're about two blocks away from the jutting ledge. Pull up and back flip onto a ledge.
Take a running jump N and grab the green ledge. Pull up and jump to the closed NE door. Save your game in front of the timed wall switch, which turns off the flame at the NW corner. Jump back to the green ledge, take a running jump to the sloped SW surface, jump off to land on the facing pillar, jump to the NW block and pull down the wall switch before the flame returns. A door at floor level opens, so side flip right and get back up on the pillar. From here you can jump safely back to the green ledge and from there to the S ledge. Turn around to face N and side flip left to land on the slope. Shimmy all the way to the left, pull up and take a rolling back flip with a right curve to land in the alcove next to the lowered trap door. Jump to the ladder and climb down to the ground.
The opened door is near the NW corner, so go there and enter a room with pushblocks on one side and a spike trap on the other. The wall switch beyond the spikes opens a door on the other side of the pushblocks, and you can pull it down now or later. Move the blocks away from the N wall to reveal the opened doorway. Enter and pull down the wall switch on your right to open the door you visited earlier. Exit this room, climb the NW ladder in the large room and return to the upper NE corner the same way you did earlier. Enter the opened doorway, hang from the edge and drop down into a dark room with an alien. Pick up the small medipack, go around to the back of the pillar and climb up onto the block for a second GUARDIAN FRAGMENT. Locate the pushblock and move it underneath the opening you dropped down from so you can get back out.
Get back down to the ground of the main room the same way you did earlier and exit E. Get up the S slope, using the flat parts, look left for a small medipack near the cat statue if you didn't pick it up earlier, and jump down SW onto the sloped structure to slide to the ledge. Get across to the SE opening and run up the ramp into a water-filled room. Take the small medipack from the jutting ledge, go up the steps against the S wall, climb up left and pull down the switch in the middle of the E wall to drain the pool. Get back to the steps, hop down to the lower E ledge and climb down the ladder opposite the closed gate.
There are many pushblocks here, but you need only move enough of them to reveal an underwater lever to the left of the pillar against the W wall. When you've done that, get back up to the E wall switch to fill the pool once more. Jump into the water, locate and pull the underwater lever to lift the upper W gate. Get up there and enter a lava room. Time two standing jumps past the spiked SW tile to the corner tile. Jump NW and pull down the wall switch to open the E gate in the pool room. Get back to the safe S tile, stand jump to the spike tile and take a running jump NE to exit. Jump into the water, pull out E, enter the opened gateway and take the third GUARDIAN FRAGMENT from the plinth. There's a small medipack in the SE corner.
Exit, swim across W, pull out and return to the outside ledge. Hop over the SW column fragment and drop down to the lower ledge. Hop down N to the still lower ledge, run past the E door that you could now open with your Chamber Key (but you still lack one Guardian Fragment), and exit N to the area where you began this level.
Luckily, the Guardian Key you used earlier is still in your inventory. Insert it in the E keyhole to open the gate. Turn right and run along the ledge to the S wall. Pull up into the opening, climb the ladder, shift right and drop down into an upper room. Place The Timeless Sands in the lap of the statue and see that sand is filling the room below. Go there, run across the sand to the S wall and note the closed door in the SE pit (for the final secret). Jump to grab the lower step in the green-tinted corner and pull up. Follow to a plinth with the fourth and final (for now) GUARDIAN FRAGMENT.
Exit this room W, climb up onto the ledge ahead and return to the larger room. If you want the final secret of this level, go to the SE corner where you used the timed jump switch, get up to the higher ledge, jump NW to the striped ledge, jump S to the ladder, climb up to the green ledge, run to the W opening, drop off left and save your game at the timed switch. Pull it, turn right, jump to the ledge below, run to the far end and jump left to the ledge at the deep pit, sprint forward and exit W, go down to the sand-filled room, run to the SE corner and hop down into the timed gateway for SECRET #9. Pick up the large medipack, pull back out and return to the larger W room.
Go to the E wall and open the door with the Chamber Key. In the next room insert the Guardian Fragments in the S wall receptacles, turn around, jump over the N slope and enter the opened E doorway. Pick up the MP5 ammo and the shotgun ammo, and in the next room shoot two demigods, each of which drops a GUARDIAN FRAGMENT. Use them to open the N door and attract two more demigods. Each of these also drops a GUARDIAN FRAGMENT. Locate the receptacles in the W and E wall. Insert the Fragments, and an artifact appears on the central tile. When you stoop to pick it up your adventure comes to an end.