QUEST FOR IMMORTALITY
Levels by Sabatu
Walkthrough by Phil Lambeth
Note: The compass isn't properly oriented, so I'll indicate directions in accordance with the way the red arrow is pointing.
Level 1: VALLEY OF KINGS
After the opening flyby through an underground area, run forward to the E wall and turn left to face a large building. Run S and turn right in front of the building. Go to the dark area in the E wall and pull up left into an alcove. Light a flare, hop down right into the tunnel and follow to an area with two scorpions. Step forward for SECRET #1 and pick up the small medipack. Go back the way you came, using another flare if necessary (you'll get more soon, and lots more later), and run S down the alley on the right side of the building.
Turn right into a new underground area and shoot two scorpions. Turn right inside for flares and note the artifact beyond reach on the other side of the iron bars. Go to the E wall and turn right. Go past a closed gate, watch out for the blade traps in the floor depressions and shoot the vase against the N wall for flares. Go back S to find that the dark depression to the left of the entrance is actually a hole in the floor. Drop down, light a flare and run through the passage into an underground room for SECRET #2. Pick up 2 x shotgun ammo and the large medipack, run back through the N passage and pull back out E. Exit past the closed gate to the previous room.
Go to the opening at the SW corner and up the ramp into a puzzle room with wall switches and rising/lowering blocks. First, move the pushblock in the NW alcove into the NE alcove. Look to see that a block has been raised in the NW alcove. Next, pull down wall switches #2 and #4 (counting from left to right). There should now be a raised block above each of the four wall switches, creating a solid row. Hop onto the raised block in the NW alcove and pull up onto the W ledge. Move the pushblock there E over the grate and the row of raised blocks to a marked tile in the SE corner (screen shot of the torch-lit doors in the room below).
Before leaving this room, get back onto the raised block in the NW alcove, pull up onto the W ledge, turn around and stand jump onto the pillar. Run jump E to grab the higher pillar, pull up for SECRET #3 and grab the flares and UZIS. Get back down and exit to the room at the bottom of the ramp. Return to the NE side room, hop the blade-trapped depressions to the alcove in the W wall and pick up a TORCH. Go back, exit W and light the torch from the flaming wall torch in the cave passage. Go toward the closed doors E, turn left and find a torch on the S wall to light. The E doors open, so enter and toss your torch into the shallow pool to douse it. Find uzi ammo on the plinth to your left and an ANKH on the plinth to your right.
Exit this area and return W to the outdoor building. Turn left at the wall, run clockwise around the building (noting the receptacles for two Ankhs at the front gates) and pause for a small medipack in a short NW wall passage. Continue around the building, and when you reach the back of it a lion is waiting for you. You'll find some flares on a nearby ledge. Go through the opening in the S wall to find a pit leading to a lower opening. First, go down the ledge along the N wall and jump NE to grab a crack in the E wall. Shimmy left and pull up, then stoop for flares. Crawl S until you can stand up, then safety drop from there to the ground.
Head outdoors E and run forward to trigger three scorpions scuttling out single file from the NE. Go in the other direction (S) past another building requiring two gem artifacts for access and deal with the crocodile you've awakened down in the lower valley. Enter that valley and go to the back SE corner. Pull up onto a block there and locate a hole containing desert eagle ammo. Go back to the building, and directly opposite the doorway is a dark hole near the W wall. Hop into it and light a flare before entering the crawlspace. Pull down the wall switch at the end for a cut scene of the gate opening in an area you visited previously. Go back, pull out, slide down and run SE to the far wall. Look for a dark opening W and hop inside. Light a flare and locate a hole in the floor. Save your game, hop into the hole, vault up N, turn slightly left and immediately side flip left to avoid the approaching boulder. Go up N where the boulder came from, pull up left, then right to emerge on a ledge overlooking the outdoor area.
Loop around right and take a running jump NW to grab the ledge around the corner. Pull up and head right into the alcove for SECRET #4. Pick up the flares and large medipack, safety drop to the ground and run back N. Turn right just before the wall and jump up the flat spots W until you reach a higher level where you can turn left and approach the first building. Run around it in a counterclockwise direction and go down the alley along the E wall. Return to the area you explored earlier and go down the NE passage. The opened gate is on your right, so save your game, sprint into the W room and veer either right or left as a boulder rolls toward you (a block has risen to prevent your retreat).
The two vases are empty, so take the CRYSTAL KEY from the plinth (you had seen it from the other side earlier) and go up the ramp in the dark W passage. Pull down the wall switch at the end to open the iron bars next to the plinth. Exit this area W once more and run clockwise around the large building. Enter the opening in the S wall as you did earlier, slide down into the pit and approach the building at this lower level. Turn right (NE) where you encountered the three scorpions earlier and continue N to a pair of closed doors. Insert the Crystal Key in the receptacle to your left to open the doors. Go inside.
There are three closed gates in the W wall and three wall switches in the E wall. There's nothing fancy here; each switch opens the gate directly behind you. Pulling the left switch releases a lion and rewards you with flares. Pulling the middle switch releases a crocodile and rewards you with uzi ammo. Pulling the switch on the right gives you access to the second ANKH. Now that you have both Ankhs, exit this room and loop around left until you reach the sandy slopes that take you to the upper level. Avoid the pit and go around right to the front of the building.
Insert an Ankh in each receptacle to open the left gate and go inside. (Note: You may find, as I did the first time, that one of the receptacles already has an Ankh residing therein, allowing you to save one for later. But when I replayed from an earlier save, both receptacles were empty, requiring the use of both. I have no explanation for this phenomenon.) Hop around, shooting vases at this upper level for 2 x uzi ammo. Climb down the ladder at the S wall to a lower level. Jump N across the gap and enter the NW opening. Stop at the edge of the gap and jump up to grab the ceiling. Monkey swing over the spike-trapped trench while two bats pester you. In the next room is a pit filled with quicksand and a spike wall to your right. Use your binoculars and look up (hit the action key for more light) to find two marked tiles in the ceiling. There's an invisible platform directly beneath each of them. Stand right, near the spike wall, and take a running jump W to grab the invisible platform. Pull up (the spike wall remains inert) and take a running jump to the W ledge. Pull the wall switch in the alcove, turn around and save your game.
Stand left at the edge of the ledge and stand jump forward to grab the invisible platform. Shimmy left and around the corner. Save in an different slot while pulling up (the spike wall is now moving toward you). Turn slightly left and take a running jump NE to the next invisible platform, turn left and walk to the edge, then stand jump SE to the ledge. You have to be positioned rather precisely to do all this, so getting there safely may take several tries. When you do so, save again and exit E. Monkey swing over the spikes, exit to the larger room and loop around right to enter the NE opening.
Run straight through the empty room and enter the N opening. Run up the ramp, jump over the inert boulder and pull down the wall switch, causing an explosion and an earthquake. Turn around, jump over the boulder again to bring it to life, and sprint down the ramp. Reverse roll near the end so that you drop and grab the ledge as the boulder rolls by. Pull up, turn around and take a running jump S to grab the lowered rope. Swing forward and jump off to land on the far ledge. Run forward into the next room, jump over the gap and enter the SW opening to the left of the ladder.
Continue to a ramp and run down as a boulder pursues you silently. Hop up onto the block near the end and continue forward into the next room as another block rises behind you to block the opening. Shoot the crocodile swimming down below in the water, then jump in and swim to the N wall to find an underwater lever on the side of the block jutting out from the wall. Pull it, swim to the opposite S wall for uzi ammo and pull out into the SE alcove. Pull up E onto the ledge, turn right and run to the other end past the blocked entrance. Climb the ladder, pull up for flares and go to the other end of the ledge past a raised platform for shotgun ammo.
Stand at the edge of the raised platform, use your binoculars with added light to locate an invisible platform on either side of the rope in front of you. Jump to grab the rope, angle to your left or right and swing forward to land on the platform of your choice. Take a running jump to grab the W ledge and pull up for the GEM (1 of 2). Jump into the water, swim SE and pull out into the alcove, and pull up E onto the higher ledge as you did before. The block has lowered, allowing you to exit, hop over the boulder and run up the E ramp. When you reach the larger room, loop around left past the ladder and enter the SE opening. Follow the passage, hop down several blocks and emerge at an opening that overlooks a deep room.
You can see the second Gem across the way, together with a spike ceiling and two pillars. Jump to the nearer pillar, then to the next one, and finally to the ledge with the GEM (2 of 2). If this appears to be too easy, don't be deceived. On your way back the spike ceiling starts to descend, but you have ample time to get across and back up to the higher passage. When you reach the larger room, climb the S ladder to a high ledge. Run around to the N side and exit to the outdoors. Loop around right and return to that opening in the S wall. Slide down into the pit and run SE to the lower building. Use the two Gems to open the doors, and enter.
Step onto the wide bridge and jump around to the S window for uzi ammo. The openings in the E wall lead only to an empty connecting passage, so safety drop from the ledge to the floor below. Enter the SE opening, light a flare and follow to a slope that you can jump over into a higher room. Follow the NE passage. For a secret, turn left into the dark W opening and pull up left at the end. Look up to find a W opening and jump to grab it. Pull up, pull up higher left, then right, then step forward onto a ledge overlooking the valley below. Take a running jump SW to grab the jutting ledge (watch the low ceiling), pull up and loop around right for SECRET #5. Pick up the small medipack and uzi ammo, then save your game and take a tricky running jump back to the ledge from which you came.
Go back down, exit E and turn left into a new area. Shoot the lion and go to the SE corner to the right of the closed doors and find uzi ammo. Go across to the SW corner and pull down the wall switch. Not only do the exit doors open, but also a gate back in the N wall. Go there and use the dirt pile in the corner to pull up for flares. Pull up higher E and loop around left to find a plinth with a GOLDEN VRAEUS (1 of 2). Safety drop to the ground, but don't exit yet.
Go down the long W passage, pull up on the block to your right and pull up S onto a higher block and face a series of flaming pillars. You're safe in the corners, so take a running jump to grab the nearest one, pull up and take a standing jump to grab the next one. Shimmy around to the other side and proceed in like manner until you reach a flame-free pillar with a wall switch. Pull it down to life the exit gate to your left and take a running jump down there with grab to glide into the opening. Hop onto the E block for the second GOLDEN VRAEUS. Jump back W onto the ledge, drop down on the other side of the opening, hop to the floor and exit E through the long passage. Turn left and exit this area S past the opened doors.
Pull up onto the pillar and from there pull up through the hole in the ceiling. Go N, hop along the ledges for flares and turn around to see the two receptacles. Insert a Golden Vraeus in each one and go back S to find the doors are now open. Enter, hop past the triangular obstruction and save your game at the top of a long slope. Slide down this slope, then a second one, and jump near the bottom of the second slope to grab a flat edge. Pull up, loop around right, hop up at the NW corner, pull up W for SECRET #6 and pick up uzi ammo and shotgun ammo. Hop back and slide down to the ground.
Shoot the approaching lion and head N into a new area. The dark area E conceals three scorpions if you're looking for maximum kills. Go past the pit and climb onto the N block from the back side. Take a running jump SE to the ledge and push the floor lever to open a gate. The vase is empty, but shoot it anyway and stand in the spot it formerly occupied. Take a running jump S and grab the opening. Pull up and light a flare. Run past the opened gate, follow the passage and take a quick left as you start heading N to avoid the approaching boulder. Pull down the wall switch in this alcove and go back the way you came. Drop down two times to the lowest level and go through the opened W doorway.
Slide down into a new area and shoot two scorpions. Go across to the N side and find a triangular hole in the wall. Enter and go around left for SECRET #7. Pick up the small medipack and flares, then go back the way you came. Go down W where you overlook a sunken area, jump up S for flares, go back the other way and jump N onto a block and take a running jump NW to grab the ledge. Pull up two times and pull down the wall switch. Go back to where you got the flares, jump the ledges against the S wall (not as easy as it looks, best to do it in one go with a right midair curve at the end) and turn around to enter the triangular crawl space. Pull down the wall switch there and hop down W onto the front porch. Shoot the lion and the vase in the SW alcove for flares. There are more flares in the NW alcove, and the two remaining vases each conceals a scorpion.
Approach the N passage and intermittent spikes start popping up. Start running when the first set activates, and jump to safety in the corner when you reach the last set. Turn right and do the same thing to get safely past the second set of spikes. Pull down the wall switch, turn around and use the elevated passage (made accessible courtesy of lowered blocks) to bypass the spikes on the way back. Hop down and light a flare to reveal a pushblock in the E wall. Pull it out, then get to one side and move it S onto the front porch, in front of the second alcove. Climb up on it and jump S to the higher block, then pull up through the hole in the overhead grate. Explore the N area for SECRET #8 and pick up 2 x shotgun ammo and a large medipack.
Get back down to the front porch and find that the sunken area has been flooded. Jump into the water and look for the NW opening. Swim inside and take the CRYSTAL KEY from the block. Swim through the S opening into the next room and find the SHOTGUN on the block there. Swim back, surface and pull out onto the front porch. Go to the passage at the SW corner and run up the ramp into a new underground area. Pull up into the E alcove for flares and a rather anticlimactic SECRET #9. Hop down, go to the SW corner and find a ladder. Climb up and take a running jump NE onto the roof of the structure. Drop through a hole, shoot the vase and pick up the second CRYSTAL KEY.
Exit through the S window, go around to the N wall and pull out. Run down the ramp to the front porch and insert the Crystal Keys in the receptacles to lower nearby blocks and reveal wall switches. Pull down both to open the doors and go on through to end the level. Review your stats, then push the escape key to start the next level.
Level 2: UNDERGROUND CITY OF APEP
Run forward as the doors ahead open automatically. Go down the stairs and loop around left to find a wall switch in the darkness. Pull it down, hop back, jump forward onto the ledge, turn around and jump to grab the pillar. Pull up for a small medipack and drop back down. Go around to the S side of the double doors, jump to the pillar, pull up and jump to grab the crack in the S wall. Shimmy left around the corner and pull up onto another pillar. Turn right, enter the passage and shoot two scorpions when you emerge.
Climb the S ledges, turn around and jump N to grab a higher ledge. Pull up, pick up the flares and push the floor lever to raise a platform somewhere. Drop down and return to the beginning room, where you'll be greeted by a lion. Run W up the ramp and continue forward down the right side of another ramp. Be quick about it, as four boulders are following you (if you triggered them on the way down as I did). Dart to the right at the bottom and grab the flares. Go back up and turn left to go S up a third ramp. Turn left at the top and shoot two bats.
Face N and locate two raised platforms. Use them to reach the rope dangling from the ceiling. Turn 90 degrees left, swing forward and jump to a second rope. Turn slightly left and jump off onto the L-shaped ledge. Jump S to the next ledge, loop around left and jump NW to the window sill for flares. Shoot a bat and jump back. Face the S wall to the left of the fence and jump up to grab a crack (control and up arrow keys only). Shimmy left around two corners for SECRET #10. Drop down and pick up a small medipack and uzi ammo. Safety drop from the corner to a ledge below and slide down to a flat surface. Slide down the rest of the way into the hole, face W and slide down a long slope as the camera angle changes to show the pursuing boulder.
When you reach the ledge, quickly run forward and jump slightly to the right to land on a platform with flares. Jump to the W ledge and turn right. At the end, drop down into the darkness onto a platform for SECRET #11 while unseen spikes inside start snapping in sequence. Pick up the uzi ammo and shotgun ammo at your feet, then pull back out. Light a flare and take a running jump SE onto the higher block. Jump to the next two blocks, and then to the one in the SE corner. Shoot a bat and jump N to the ledge. You can see in front of you the spikes you've been hearing. Time a run past them and jump to the ledge in the NW corner. Finally, take a running jump S and grab the ledge with the wall switch. Pull it down, jump to the previous ledge and run off NE with grab to land inside the opening below.
Run N along the passage to the next area, featuring a quicksand pit. Turn left at the entrance and jump to the corner rocks. Make your way around the room in a clockwise direction. When you reach the NW corner, pull up into the high N crawlspace for SECRET #12. Light a flare so you can see the flares and the desert eagle ammo. Get back down and go back to the NE corner. Pull up into the alcove and pull up again to your right. Hop the gap and shoot two scorpions. One of the vases hides shotgun ammo. Find more flares in the middle N alcove. There's a ladder in the NW alcove. Climb it to an upper level and shoot two bats.
The nearby vase is empty. Hop down into the grated area E and find a small medipack and uzi ammo. The other vase is empty as well, so don't bother. Return to the ledge and take a running jump S across the gap to grab the facing ledge, pull up and run forward to pull down the wall switch. The easiest (and probably unintended) way to get back down is to hop down to the lower ledge, hang from the E side, release and drop down into the quicksand with the action and up arrow keys depressed. When you land you'll pull up onto the ledge instead of sinking into the quicksand.
Turn right and head down the S passage. About halfway down, turn left into a side passage past the opened door. When you step down into the new area a block rises behind you. Hop down to the ground and deal with two lions. Go to the smaller NW structure and climb to the top for shotgun ammo and a spare SHOTGUN. Get back down and climb into the larger central structure, using the dirt piled against the S wall. Find the wall switch in an opening and pull it down. Get back outside and find the pool near the W wall. Jump in and swim under the structure. Find the underwater lever S and pull it to move a block somewhere.
Pull out of the water and go to a dark passage near the SW corner. There's a pushblock at the end. Push it to reveal a side passage and enter for SECRET #13. Pick up the uzi ammo and 2 x shotgun ammo, shoot the three scorpions that followed you in, and go back outside. Go to the rear (S) side of the large central structure and find an opening that leads to a dark room for SECRET #14. Pick up the flares and small medipack, then exit and pull up S into another structure. Run down into a lower room and shoot a lion. Pull up into the SE window and pull down the wall switch to open a door just below you.
Hop down NE and take a running jump S across the room to grab the alcove on the other side. Pull up for flares and turn left to face the slope. Jump up to grab the edge, pull up and back flip onto a higher block. Turn around and take a running jump to grab the corner ledge. Pull up, turn right and pull up twice for SECRET #15 and an extra set of UZIS. Go back the way you came, jump back across to the N side and drop to the ledge below. Hop NE to the jutting ledge and take a running jump SE to the ledge with the wall switch. Pull it down, jump back to the previous two ledges and face the flaming platforms.
You've been through this drill before, so stand jump to grab the first platform, shimmy to the far corner and pull up. Follow the same procedure for the next two platforms and pull down the S wall switch. Go back the way you came, and when you reach the ledge jutting out from the N wall, pull up into the alcove, turn right and jump up to grab the slope, pull up and back flip onto the higher block, and take a running jump W to grab the edge of the opened gateway.
Pull up, enter and shoot two scorpions. Grab the small medipack in the corner and pull down the W wall switch to lift a gate outside. Go to the entrance, run off right to land on the slope and slide down to the alcove. Turn and stand jump SW into the opened gateway, run across the grate, turn left and go up the N ramp. Drop down into an alley and go around either end into a familiar outdoor area. Remember the passage with the pushblock in the S wall that you explored earlier? There's a gap to the right of it, between the wall and a ledge. Pull up E onto the ledge, turn around and jump W into a dark opening in the wall. Light a flare and hop down to find the MAGNUM (equipped here with Desert Eagle ammo). The vase in the corner is empty. Enter either S crawl space and pull down the wall switch to lower a trap door.
Return to the room and climb the block between the crawl spaces. Pull up N through the opened trap door and run past a closed gate along the ledge as the camera angle changes. In the next room shoot two scorpions and turn around to shoot two more scorpions that are following you. You'll find flares on the E ledge and a wall switch at the N end of the ledge. Walk S out of this room on the left side of the ledge. When the camera angle changes, turn around, hop back and run off the right side of the ledge with the action key depressed so that you glide into the opening below. Hop down into the room and pick up the LASER SIGHT. Again, the vase here is empty.
Hop through a window to return outdoors and go back S to that gap between the wall and the ledge. Pull up onto the ledge, back flip into the room you visited earlier, light a flare and use the block to pull up through the opened trap door. Step out onto the ledge, and when the camera angle changes turn left to find the raised platform and stand jump SE onto it (camera control is returned in midair, allowing you to make a left curve before landing if necessary). Jump E to the next raised platform, jump up the slope angled slightly right and shoot a bat. There may be another bat stuck in the ceiling to the N that you'll find distracting. Shoot repeatedly in that direction until the source of the distraction is removed. Grab the flares NE, combine the magnum and the laser sight and look up to see a nearby hole in the ceiling. Shoot the ornament in there, and you hear the sound of a platform being raised.
Jump S across the gap, pull up and run up the ramp. Two scorpions greet you. Need I tell you that the vases are empty? Note the three closed gates and turn left into the W passage. The barren area ahead is riddled with blade traps. You can't get across without triggering at least one of them, but once triggered they're harmless. Anyway, continue W and come to a pushblock in the wall. Pull it once, get to its left side and push it S onto the marked tile. Turn left into the side passage and shoot the vases, if you like, for more scorpion target practice. Run E back down the passage, and when you reach the room with the barren floor, jump SE into the open doorway.
Pick up a TORCH in the next room, hop up a slope and light the torch. Hop down, jump NE at the entrance and follow the E passage to where you entered this area. One of the three gates has been lifted, so hop inside and light the wall torch you find there. Hop back down, leave your torch nearby where you can find it later, and go down the E passage. Jump over two pits, and at the third pit take a curved running jump SE to land on a ledge. Face the W wall and pull up into a dark opening. Crawl forward and drop down the other side for SECRET #16. Shoot all the vases, and this time you're rewarded with a large medipack, shotgun ammo and uzi ammo.
Pull out above the marked silver tile and get back down to the previous ledge. Take a long running jump S and grab the opening. Pull up, light a flare and turn right into an underground area. Shoot two lions and run past the structure on your left to the SE block. Climb up, turn right and climb higher. Reverse roll and take a running jump to grab an upper window of the structure. Pull up inside, light a flare and hop up into the NW opening for SECRET #17. Pick up flares and shotgun ammo, hop down N and go to the opening. You need to make two difficult banana jumps N in succession to reach the far opening where you'll find a wall switch, so save your game before and after each successful jump.
There's no screen showing what pulling down the wall switch does. Pick up the nearby small medipack, drop to the ground and exit NW. Jump the first pit, pull up and jump the next pit with a right curve to land safely. Turn right, jump the final two pits and retrieve your torch from where you dropped it earlier. A second gate in the entrance has opened, so hop up and light the wall torch inside. The third gate opens below, so hop down, leave the torch behind and enter the S alcove. Reverse roll and jump to grab the ladder. Climb up to a ledge where you can see a blue gem below. Jump down and grab the GEM, pause for flares and pull out S.
Drop or climb down the other side and run N down the ramp. You're being pursued by a fire wraith, so take a running jump NW to a corner pillar on the central structure, run forward so that you slide down onto the raised platform, safety drop to the ground and run W to the pool where the wraith will be extinguished. Pull out of the water and go that familiar S gap between the wall and the ledge. Pull up onto the ledge, back flip into the opening, light a flare and pull up onto the block between the crawl spaces. Pull up through the opened trap door into the upper bridge area.
Walk along the left side of the bridge until the camera angle changes, as you did before, turn left and hop to the raised platform. Jump across E to the next raised platform, hop up the slope and get on the NE raised platform where you found the flares earlier. Take a running jump down to the raised platform. Pull up onto the triangular ledge, hop up N and save your game before pulling down the wall switch. A screen shot shows double doors opening, and hurry-up music starts playing, signifying a timed run.
Turn left and run off right onto the raised platform. Take a running jump W to the roof of the central structure, run across to the opposite side and jump SW onto the raised platform. Line up for a running jump W to the next raised platform. Jump NW onto the bridge, where you'll momentarily lose camera control, jump W to the opened doorway before the doors close and run down the ramp to a pool. You can see a gem to your left, but it's beyond your reach.
Save, then jump into the water, swim forward W as a gate closes behind you, turn right past the spikes and left into the S alcove, then pull an underwater lever. Flip turn, go back right past the spikes, turning left at a second set of spikes, pull a second underwater lever at the E wall and flip turn. Swim past both sets of spikes, turning right at the second one and turn left at the E wall and up for air. Whew! Pull out, light a flare and follow the passage around to a plinth with the GEM you saw earlier. When you pick it up a door opens nearby.
Go back to the water hole, jump in and swim back to the first set of spikes. Turn left there, and left again to surface and pull out. Run E up the ramp to the outside area. Jump to the bridge (where the camera angle changes) and turn left. In the next room insert the Gems in the two receptacles to open the gate between them. Step forward to activate a gauntlet of squishy blocks. Get past them with simple standing jumps, stand at the edge overlooking a dark pit, light a flare and drop down onto a ledge for SECRET #18. Pick up the uzi ammo and shotgun ammo.
Jump up N, grab and pull up to confront another gauntlet of squishy blocks. Get past these in the same manner and jump two pits in the N passage. Walk forward into the next room to find two boulders that appear remarkably inert. That is, until you start running down the E passage. Near the end jump up right or left to the safety of a block as the boulders roll by. From the S block, take a running jump S down to an upper window sill for a small medipack. Use the questionably legal trick of hopping back and hitting the action key just as you clear the edge to glide into the window sill below (better save first, as the fall will kill you if you fail). Grab the large medipack and use the same trick to get to one of two openings below (make sure first that you're directly over it, although it doesn't really matter if you fall to the ground from this height). Shoot the lion and pick up the flares you see in one of the alcoves.
The area below looks familiar, but it's totally new. Pull up into the gated SE alcove and pull down the wall switch to open the gate that provides a shortcut (that you don't now need) to a previously explored area. For now, another lion has been alerted in the outdoor area, so go deal with it. There's a block near the E wall. Use it to climb up to a porched area. Get on the raised block and pull down the E wall switch. Get back down to the sandy floor and go to the SW corner. Look up to your left to spot the ladder. Climb it to the top (you were here earlier), jump over to the N block and from there take a running jump to a N ledge. Light a flare, hop NE to the next ledge, slide and jump off with a right curve onto the next ledge, slide, grab and shimmy left to a flat corner spot, pull up and hop up N. Turn left and take a running jump E. Pull up onto the block and save your game before cautiously stepping into the passage to your right to trigger a boulder and quickly hopping back.
Enter the passage, light a flare, turn around, jump up to grab and pull up into the dark alcove for SECRET #19 and a small medipack. Drop back down, jump SE from the entrance onto a ledge, take a running jump S to another ledge and from there another running jump S (no grab) to land on a raised platform. Pull up onto the roof over the porched area you explored earlier for SECRET #20. Grab desert eagle ammo and 3 x shotgun ammo, safety drop down through the hole and return to the sandy floor. The N gate has been open for some time now (I didn't tell you because of those two secrets), so go there and run onto a bridge as the gate closes behind you.
Turn to your left and deal with the demigod while five scorpions attempt to distract you. When all is quiet, go to the E and W ledges for 2 x flares. Each of the dark openings (four each in the E and W walls) houses a boulder. Go to the opening in the SW corner, turn around and hop back twice to trigger the boulder, run forward and aside to safety, then go up the W passage and pull up left at the end for SECRET #21. Pick up the large medipack and flares, then get back down. Trigger the boulder in the adjacent passage and go up to find a wall switch. The next passage is empty, but the NW one has flares. Go across to the E side and trigger those boulders as well. The NE passage has a wall switch to pull, but the other three are empty.
Run down the central bridge to find that the N door is open. Take a running jump over the gap and slide down into a new area. Light a flare and look left to see three poised boulders. Run W down the ramp and jump the gap, slide and grab the edge as the boulders drop down into the gap behind you. Pull up, back flip to safety and go back up the ramp for a small medipack and shotgun ammo where the central boulder once sat. Go back down to the gap and jump up into either the N or S alcove. From there jump to the W opening and slide down a long slope to a ledge overlooking an underground pool. The vases are empty.
There are two crocodiles swimming about below, but you probably can't kill them from up here. If not, get down NE to the palm tree and kill them from there. Jump into the water and locate a small triangular opening beneath the palm tree. Swim inside and right for SECRET #22. Grab the large medipack and uzi ammo, then exit (the collision may cause problems) and surface. Swim across to the SE corner and look down for a hole. Swim into the underwater structure to find an ANKH (1 of 4). Surface and swim back NW to pull out W in front of the palm tree. Pull up higher left and hop NE down to the opening of a passage. Follow up the ramp to a room with intermittent floor holes and an artifact you can see at the far end. The ceiling provides the clues pointing to the safe tiles ahead. If you step on a wrong one, the gate leading to the artifact will close.
Here's the path: Hop forward N two times, run NW onto the adjacent tile, hop forward three times to the N wall and enter the opening to grab the ANKH (2 of 4). As you exit, the gate closes behind you. I took successive hops straight S without incident and left this room. Jump into the water, swim left and pull out onto a W block with a palm tree. Pull up higher into the W alcove, turn right and pull up to a ledge. Walk forward and jump SE down to a roof between two huge cat statues. Go to the E edge and jump toward a palm tree. Just past the palm tree is an opening in the S wall. Pull up inside and follow to an opening. Safety drop down into a room with more intermittent floor holes.
Shoot two scorpions and hop onto the block at the NW corner. Drop down into the hole below a closed gate and pull down the E wall switch. The gate above opens, so hop inside, light a flare and run down the S passage. Jump over the boulder rolling toward you and continue to a room with an opening. Enter and jump E to a wall switch that opens a nearby door. Go back the way you came, and in the boulder passage pull up W onto the ledge and drop down the other side. Turn left, pull up N and immediately drop back down and crouch to avoid the boulder. Pull back up and run forward to grab a TORCH from the pile. Go to the boulder and hop up over it SE into the alcove. Jump higher W and light the torch.
Get back down and go N a bit, then turn left and hop up E onto the ledge. Jump down the other side, head N again and hop up E into the alcove. Return to the room with the intermittent floor holes and shoot three scorpions before proceeding with the lighted torch to the NE corner. Jump onto the block there, and then NE to a higher block in the corner, and finally into the E passage. Follow to a ledge, jump up onto it, turn left and jump higher, walk forward and jump up into an alcove to light another torch.
Get down to the floor below and drop your torch momentarily. Find a small medipack SE and get on the block. Jump NW for flares, then get back, retrieve your torch and hop up E. Hop down to the ledge below and note the closed gate in the hole to your left. Jump down N and follow the passage to the room with the floor holes. Go to the SE corner, jump up into the opening and turn right. Jump up and follow around to a small room. Jump up onto the SE block, face W and jump up to find another wall torch to light.
The nearby floor lever is inaccessible from here, so drop your torch, get down to the room below and use the SW block to reach the floor lever. Push it to flood this area. Jump into the water and swim back N to the room with the floor holes. Swim up through the hole in the ceiling and pull out S. Note the design above the S doorway (looks like a surgeon's scalpel) and walk slowly into the next room. Only the scalpel tiles are safe (the others will close the door to the Ankh), so take a running jump SW to the first one, a running jump SE to the next one, and finally a running jump into the S doorway. Run forward and grab the ANKH (3 of 4).
Exit N and jump into the water. Swim across the room and pull out N, run forward and return to the outdoor pool. Jump into the water and swim to the middle of the N wall. There's an alcove there where you can wade out and pull up right. Pull up higher, turn around and jump to grab the E crack. Shimmy left around two corners and drop down. Turn around and take a running jump SE onto the roof of the structure. Pull up S at the SE corner and run forward to pick up the ANKH (4 of 4). Get down to the roof, jump into the water and pull out E. Insert the Ankhs in the four receptacles to open the E doors. Enter and turn right to trigger more squishy blocks. Stand jump past them and exit this level.
Level 3: SANCTUARY OF APEP
Slide down to awaken a snake. It takes a brief look at you and goes back to sleep. Shoot it anyway. Go around the corner for flares and continue into the dark passage where you encounter a more self-respecting snake. Follow the passage to its end and slide down two slopes to an immense room with deadly water and many fire traps. Face the NW block, wait for the flames to subside, stand jump to it and continue with a running jump around the corner onto a safe block. Take a running jump N to grab the next flaming block and pull up in the right corner. When the flames subside, take a running jump around the corner, curving left in midair to land near the entrance of the central structure.
Enter and shoot a snake to your left. Hop onto the SW block and make your way clockwise around the room until you reach a higher ledge and two more snakes. Note the closed gate and go around into the W opening. Jump up S to grab the crack in the wall, shimmy left around the corner and position yourself over a jump switch (not easy, try to stop in the middle of a shimmy and adjust from that point). Release to activate it, then get back to the entrance the same way you did earlier.
Repeat the clockwise circuit and find that the E gate is now open. Walk forward to the edge, turn left and jump S around the corner to grab a higher block. Pull up and stand jump S to grab the flaming platform. Shimmy right around the corner and pull up in the far corner. Stand jump SW around the corner onto a safe block (or grab and pull up). Pull up onto the higher platform and run off onto a lower ledge. Crawl N a bit and lower Lara into the fenced enclosure for SECRET #23. Pick up the uzi ammo and shotgun ammo and pull back out. Jump W to the flaming platform, pull up and run around N onto a safe platform.
Make your way N along the platforms in the familiar fashion, and continue along the E platforms. Pick up the flares at the NE corner and pull down the wall switch just around the corner after shooting the sleeping snake (screen shot of retracting spikes). Drop W onto a ledge, find the E opening and take a running jump over the deadly water down to the SE opening. Enter the room to a fixed camera angle, step on the tile to form a bridge leading to and reconfiguring the W area, and go there to a hub room of sorts.
Shoot two snakes inside, pick up the flares (think you may have enough by now?), note the two receptacles and enter the W passage. Go around the pyramid structure, avoiding the floor openings, and use the blocks to get up in the SW corner. Jump up to grab the ceiling and monkey swing E to drop down on top of the pyramid for the STONE OF MAAT. Slide down E and return to the hub room. Enter the N passage and pick up more flares in the next room. There are three side passages to explore.
Start with the W passage, light a flare and go along the left branch to kill a snake. Go back, follow the main branch and kill another snake. You'll come to an underground room with two vases. One contains a scorpion, the other the SMALL WATERSKIN. Pull up into the N opening in the dark NE corner, drop down the other side and follow to a TORCH. Return toward the mini-hub room (you have to throw the torch down through the opening and crawl after it), turn right at the entrance into the side branch where you found the first snake, and light the torch.
Go to the mini-hub room, leave the torch there and enter the N passage at the NE corner. This is a fairly sprawling area and can be explored as desired. If you take the first right, you'll find a snake and uzi ammo at the W end. There's a snake just inside the nearby opening, and if you proceed N into the next room you'll find two vases containing another snake and the JERRYCAN. Explore the NE sector of this area to find two snakes and an upper alcove with 2 x shotgun ammo.
Return to the entrance to this area and take the N passage. Explore this area thoroughly to flush out three snakes, one of which is in a side room where you find flares, a vase with shotgun ammo and the BAG OF SAND. In the far NE corner is a small underground pool where you'll find more flares. Fill the small waterskin and return to the mini-hub room.
Enter the adjacent NE passage and explore the left (S) area first. Shoot a snake, find flares and shotgun ammo in the SE corner, then proceed to the NE corner where you'll find the entrance to an elements room guarded by a snake. Retrieve your torch from the mini-hub room and return to the elements room. Empty the Jerrycan into the bowl in the middle and light the oil. You no longer need the torch, so you can leave it here. Empty the Bag of Sand into the bowl on the right, and finally empty the small waterskin into the bowl on the left. The E door opens, so go there and turn left into the S side room for the STONE OF KHEPRI. Go to the N side room and shoot the vase on your left to release a scorpion. I wouldn't shoot the one in the middle, as it will release a swarm of beetles. The one on the right is empty.
Return W through the elements room to the mini-hub room. From there exit S to the larger hub room and place the Stones in the receptacles you noted earlier. The S doors open, so go there and hop down to slide to a lower ledge. Take a running jump S to grab the ledge and pull up between the flame blowers. Take another running jump to the S ledge and turn left to face a lava room. In the dark passage pull up left into a crawl space and drop down the other side for SECRET #24. Find flares, a small medipack, a large medipack and shotgun ammo, and get back out to deal with the lava room.
You see a W wall switch and two pushblocks, one against the N wall and the other against the S wall. Move the S pushblock to the SE corner (you can't climb up onto it, so you'll have to jump around it), then move the N pushblock all the way to the E wall next to a raised block. Pull down the W wall switch to raise the S pushblock (and lower the NE block). Climb onto the block to the left of the entrance and pull up W onto a higher ledge. Pull back the S pushblock onto the marked tile and get back down. Push the N pushblock into the NE corner and pull the wall switch back up to raise the N pushblock. Get back up next to the S pushblock, jump across N and pull the N pushblock onto the companion marked tile to lift the W gate over the wall switch.
Hop back S and get down. Hop up into the W opening. When you enter the next room the block rises behind you. Pull up onto the block to your left, save your game and pull down the timed wall switch. Make your way quickly past the darts to the W side of the room and face a gauntlet of squishy blocks. Stand jump past them and run into the timed gateway to slide down into a hellish area guarded by a fire-breathing, locust-emitting dragon. This dragon, however, unlike others you've encountered in the past, can be killed, so fire away at it while taking side jumps as necessary to avoid the flame balls coming your way.
When the dragon finally explodes, run W across the room, climb the blocks and pull up onto the ledge. Run past the open doors and follow the passage to a plinth with APEP'S BLOOD OF IMMORTALITY. Jump to grab the W platform, pull up and climb the ladder past the lowered trap door. Turn around and jump to the S ledge, go to the other end and take a surprisingly difficult running jump to grab the SE platform. Pull up, turn right and jump to grab the higher ledge. Pull up, sidestep left and take a curved running jump to grab the W ledge. Pull up, turn around and take a running jump to grab the E opening. Pull up and run up the ramp to end your adventure.