THE TEMPLE OF SETH
Levels by Osvaldo
Walkthrough by José
and revised by TombTitan
[NOTE 1]: This
walkthrough does not detail every alternate path in the game, nor may it list
every pickup or enemy you can encounter. But it does provide a way to proceed
through the game in all levels with every important action and secret location.[End note]
[NOTE 2]: Thank you
very much to TombTitan for his invaluable help along
the entire game pointing the location of some secrets, with the gameplay and correcting errors in this text too.[End note]
Translating the
names of the levels:
LEVEL 1 - EN EL
DESIERTO > IN THE DESERT
LEVEL 2 - CUEVAS
EGIPCIAS > EGYPTIAN CAVES
LEVEL 3 - EL GRAN
PASILLO > THE GREAT CORRIDOR
LEVEL 4 - LA PUERTA
DE TRES LLAVES > THE DOOR OF THREE KEYS
LEVEL 5 - ISLAS DEL
SUBMUNDO > ISLANDS OF THE UNDERWORLD
LEVEL 6 - TORRES
DEL SUBMUNDO > UNDERWORLD TOWERS
LEVEL 7 - LA SALA
DE AGUA > THE WATER HALL
LEVEL 8 - LA SALA
DE FUEGO > THE FIRE HALL
LEVEL 9 - EL
SANTUARIO DE LOS ESCORPIONES > THE SANCTUARY OF THE SCORPIONS
LEVEL 10 - LA
ALBERCA DE SET > THE CISTERN OF SETH
LEVEL 11 - LA
COLUMNA > THE COLUMN
LEVEL 12 - EL
ABISMO > THE ABYSS
LEVEL 13 - LA
CÁMARA DE ARENA > THE SAND CHAMBER
LEVEL 14 - EL
SUBMUNDO > THE UNDERGROUND
LEVEL 15 - EL
OCTAEDRO > THE OCTAHEDRON
LEVEL 16 - DENTRO
DEL OCTAEDRO > INSIDE THE OCTAHEDRON
LEVEL 17 - DESIERTO
DEL SUBMUNDO > UNDERGROUND DESERT
LEVEL 18 - LA
PRISIÓN DE LOS CONDENADOS > THE PRISON OF THE CONDEMNED
LEVEL 19 - LA
CIUDAD PERDIDA DE EGIPTO > THE LOST CITY OF EGYPT
LEVEL 20 - EL VALLE
OCULTO > THE HIDDEN VALLEY
LEVEL 21 - EL RÍO
DE LAVA > THE LAVA RIVER
LEVEL 22 - EL GRAN
OBELISCO > THE GREAT OBELISK
LEVEL 23 - LA
ENTRADA SECUNDARIA > THE SECONDARY ENTRANCE
LEVEL 24 - EL
LABERINTO DE PUERTAS > THE LABYRINTH OF DOORS
LEVEL 25 - TRAMPA
DE FUEGO > FIRE TRAP
LEVEL 26 - EL
JARDÍN DE SET > THE GARDEN OF SETH
LEVEL 27 - LA TUMBA
DEL GUARDIÁN > THE TOMB OF THE GUARDIAN
LEVEL 28 - LA SALA
DE TRES PRUEBAS > THE THREE TEST ROOM
LEVEL 29 - EL
SANTUARIO DEL AMULETO > THE SANCTUARY OF THE AMULET
LEVEL 30 - LA
CÁMARA DE SET > THE CHAMBER OF SETH
LEVEL 31 - ESCAPE
DEL TEMPLO > ESCAPE FROM THE TEMPLE
LEVEL 32 - EL VALLE
DEL DESIERTO > THE VALLEY IN THE DESERT
LEVEL 33 - TUMBAS
ANTIGUAS > OLD TOMBS
LEVEL 34 - EL
MANANTIAL > THE SPRING WATER
LEVEL
1 - IN THE DESERT
Take a running jump
to the SE and shoot the scorpions in
the W ledge if you want. Continue S and E over the cornices to find a large medipack. Drop down to the river bank and shoot the crocs. Jump to the N side and climb the ladder
to go back up to the starting ledge, continue E to find flares. Jump to the opposite bank and continue S
to find shotgun shells. Jump to the E
bank and continue down to the bottom of the cascade finding a closed door (for
later). Again jump from ledge to ledge down the river course until you
eventually find an opening SE.
Follow the path
timing the spikes until you find a large cave with slopes, turn right and jump
from slope to slope to reach the W side of the cave, shoot a scorpion and pull the reach-in switch to open
an UW door somewhere. Go up the ramp and drop to find yourself in the previous
corridor.
Detour for a
secret: go back to the pit with the slopes, this time jump to the W slopes and
slide to the bottom (the spikes are not active there) to find SECRET #1: large
and small medipacks and crossbow arrows. Jump to the S slope and jump
again (no grab) up to the W opening. Go back to the river.
Continue N over the
ledges of the river bank until you find another cascade; shoot the scorpion, jump into the water and swim N to find
an UW opening in the river bed. Swim there to find the door you opened moments
ago, continue and turn left at the junction, pick up crossbow arrows at the end
and go up to take a breath; shoot the scorpion and press the button to raise a
trapdoor somewhere.
Jump into the water
and swim always to the left when possible until you find an UW door, open it
and continue to a large room where you can take a breath in the NE corner.
Detour for a
secret: swim back to the previous room and look for a small crawlspace in the N
wall to find SECRET #2: flares, shotgun
shells and the SHOTGUN. Swim
back to the air hole.
Open the next UW
door in the SE corner; go back to take another breath and back to the next room
to find another UW door. Open it and in the next room pick up the small medipack and look
for an UW ceiling lever at the end of the passage to pull. Swim back to the air
hole.
Now swim to the SW
corner to find the open trapdoor, follow the only possible path to find a room
with the GOLDEN VRAEUS and shotgun shells. Swim back to the river.
Pick up uzi clips in the NE side of the river,
go out of the water and inside the E cave and always to the left until you
eventually find a croc and some dart
traps. Near the shotgun shells look for
a button to open a door somewhere; go back to the entrance of the cave and this
time take the E branch to find an outside area with several crocs and a small lake. Pick up crossbow ammo in the lake and a small medipack in the
SE corner.
Go inside the
building and to a room with a big pool, shoot a couple of scorpions and press the button in E wall to open
doors in the nearby W passage; go there and pick up crossbow
arrows and shotgun shells
behind the open doors. Pull the reach-in switch in the corner to lower a block
somewhere, go back outside the temple and to the river area.
This time go to the
NW cave; in the area with the crocs,
climb the blocks in SW corner and get the CANOPIC
JAR 1. Back to the river area, it's time to go up the river, go S
and grab the monkeyswing to cross to the W bank of
the river, continue upstream jumping from ledge to ledge and using ladders
until you eventually reach the area with the cascade and the closed door. Climb
the blocks in the SW corner to the very top, jump to the central pillar and to
the E crawlspace; follow the path to a room with two scorpions and shotgun shells,
pick up the flares in the dark area and
continue to a room with a deep pit.
Use the ropes to
cross to the E platform; right from the entrance there is a crawlspace leading
to a button (press it to get a secret later) and uzi clips.
Back to the entrance, shoot a scorpion
and continue until you find a button to open the door in the N side of the pit.
Back to the pit, shoot more scorpions and
use the rope again to go to the N ledge with the open door; time the scissors
and get the CANOPIC JAR 2. Go back to
the pit and use the ropes to swing to the S ledges and go back out to the
river.
Don't jump into the
water yet, but continue jumping onto the ledges and climbing ladders upstream
to the birth of the river with the first cascade where you began this level.
From the platform where the first scorpions were, jump to the raised trapdoor
and to the wall to press a button and open a door somewhere. Now jump into the
river and let the current take you to the big area with the palm trees.
Go back to the
temple with the deadly pool and place the jars in the N room: now the water is
safe. Jump into the pool and if you found the secret button in the caves swim
to the SW corner where a door is open, get SECRET
#3: 2 X uzi clips and shotgun
shells. Now swim to the N side of the pool and climb the W ledge to
get the 2nd GOLDEN VRAEUS.
Back to the river
area, it's time to go up the river for the last time; go S and grab the monkeyswing to cross to the W bank of the river, continue
upstream jumping from ledge to ledge and using ladders as you did before until
you eventually reach the starting area. This time jump to the pointy ledge in
the E side, and to the blocks in the N cave near the water; use the crack to
shimmy left and finally find the door you've opened a long time ago in the cave
with the dart traps. Continue to a room where you will need to time the
scissors trap, shoot two scorpions and
place both Vraeus to open the door. One of the vases
hides shotgun ammo. Enter and shoot the
vase to get uzi clips and finally get the KEY OF THE TEMPLE OF SETH.
Go back out to the
river area but don't jump into the water. As you did before, jump from block to
block and from ledge to ledge, this time downstream until you reach the cascade
and the closed door. Use the key to open the door and slide down the ramp to
finish the level.
LEVEL
2 - EGYPTIAN CAVES
Slide down the ramps and shoot
a scorpion at the end. Run through the N
opening and ignore the first passage to your left, it leads to a dead end, you
need a key and you'll be back much much later near
the end of the level.
In the next room, turn around and safety drop to the
ledge below, shoot some bats and once in
ground floor pick up the much needed flares
near the S wall, avoid the mummy and go
through the E opening to the next room.
Climb the ledges, pick up a small medipack and from the last one
take a standing jump N-NW to grab the edge of the high ledge with the switch.
Pull it to open the grated door in the previous room so, go back there and
climb the pillars to reach the high open door in SW corner (start climbing the
W ledges and to the entrance opening).
Follow the passage shooting a jackal on your way and in the next room go around
the central structure and continue through the E opening. At the end of the
passage, safety drop to ground floor and shoot some bats
and a jackal, pick up the shotgun shells near the S wall and continue
through the opening in SE corner.
Ignore the ladder to your left (closed trapdoor at the
top) and continue to a large lava room. Shoot a bat
and take a running jump to the top of the SE structure, now take another long
running jump NE to land onto the ledge with the floor lever, trying to avoid
the dart trap, duck and pull it to open doors in the corners and also raise a
trapdoor in S wall near the structure you came from. Shoot more bats and climb the opening to your right, time the
fire emitter, shoot another bat and take
a running jump to the S ledge attached to the wall, from here jump NW to the
ledge in the lava and to the open door in SE corner.
In the next room shoot more bats and look for a timed switch near the SE corner. This
switch will open a door high up in S wall so, save your game and try to jump
from pillar to pillar only with standing jumps without grab to reach the timed
door in time: pull the switch, turn left, run between the last two pillars to
your left and jump to the lower SW one trying to land in the left corner; jump
back to the S pillar, turn left and take a standing jump to the right side of the
W one; don't stop but continue running and jump to the next W pillar, turn
right and take a standing jump to the N one and without stop you can run and
jump directly NW to the ledge in front of the open door; if not, you can always
jump to the higher E pillar and from here jump to that N ledge. Remember that
you always can save your game in between the sequence if you consider you're in
time.
Once you've got it, pull the floor lever in the
corridor to open the trapdoor at the top of the ladder you ignored time ago. To
re-open the exit door you need to jump onto the marked tile at the other side
of this small lava room, but beware: when touching the tile a lot of dart traps
will appear in this room, in the exit corridor and also in the previous room
with pillars so, try to jump onto the corners of the tiles and, avoiding all
poisonous darts the best you can, go all the way back to the big lava room.
Once you're there, jump to the single tile in the lava
and left to the ledge attached to the E wall; this time turn left and climb the
higher S pillar, take a running jump to the SW ledge, grab the crack in S wall
and shimmy left to the raised trapdoor; from the stone structure take a running
jump NW to the exit opening and run through the corridor to find the ladder to
your right. But don't climb it yet, continue to the next room, turn left and
look for an opening in NE corner, pick up the revolver
ammo and save in front of the timed switch.
Pull it and quickly run/sprint back to the ladder in
the corridor, climb it and run straight ahead and left to an opening
overlooking the previous room, take a running jump to a triangular ledge below,
without stop run and jump to the E opening, drop into the hole and turn right
to see the (hopefully) open door.
Continue and shoot a couple of scorpions, a bit further you'll find a junction;
take the right hand passage and soon you'll find a vase with a crawlspace
behind; shoot it and go inside to find a bat, a floor lever to pull and open a
door somewhere. Go back out of the crawlspace, turn right and go through the S
corridor; spot a hole in the ceiling and a darker suspicious tile in the floor:
you'll be back here soon. Continue and at the next junction you can go a bit
left (S) to shoot a couple of vases and get the shotgun
one of them hides. Go back to the junction and continue S, crawl under the dart
trap, shoot a jackal and a bit further
you'll find a room with two more vases, a trapdoor in the floor and three
doors; I'll call this room "the hub room".
One of the vases contains flares.
The E door is already open (the floor lever you used moments ago) so carefully
go through the dark corridor and take a running jump with grab at the end to
the opposite alcove at the other side of the pit, drop/grab the edge and shimmy
left until Lara stops, then hoist up and continue to an empty room with symbols
in the S side. Light a flare to discover a darker wall panel in NW corner: it's
a moveable block; move it under the high reach-in switch near the SE corner,
climb it and pull the switch to raise a block somewhere (you know where).
Return to the hub room, take the S exit, under the dart trap and to the left to
find the raised block; climb it and go through the opening in the ceiling.
Time the smoke emitter and go right to pick up a small medipack,
continue W, climb, pick up the flares
and jump to the opening in the corner. First go to your right and crawl under
the dart traps, pick up a large medipack
in the reach-in switch in W wall; turn left, climb the block with the floor
lever from the right side, pull it and shoot a bat.
Nothing more to do in this area so, retrace your steps under the dart traps,
back to the entrance and this time take a running jump over the flame emitter
in the N corridor (from its right side), continue left and time the spikes, use
the reach-in switch in the corner near the spikes and go all the way back to
the corridor with the dart traps (this time directly through the S corridor,
'cause the burning tiles in the floor have changed). After the dart traps, run
always to your left to find a floor lever in a corner; pull it and go all the
way back again to the reach-in switch you pulled moments ago, this time
continue to your right after the spikes and with Lara's backpack against the S
wall near the corner, time the next intermittent spikes taking a standing jump
to cross to the other side and pick up the RA
CARTOUCHE.
Go all the way back to the passage with dart traps and
to the corner where you pulled the last floor lever; this time continue through
the right corridor and when you reach the room with the wide stairs, use the
cartouche in the SW receptacle to deactivate the big blades. Run up the stairs
and use the wall switch to open one of the closed doors in the hub room. Make
your way to go back there.
This time the W
door is open, advance and kill a couple of scorpions from a safe
position. There is an orange sloped tile in the SW corner. Jumping onto this
tile will turn off the fire in the pillar near the exit (timed), but it's not
really necessary. You can jump back onto that sloped tile, jump to the central
low block and from the E edge take a standing jump (no grab) to the higher
block attached to the E wall, quickly turn right and jump onto the fire tile
and to the N opening, or... Simply climb the higher block attached to the E
wall, situate Lara at the very SW corner and take a standing jump N with a
right curve to grab the edge of the N block with the fire and shimmy right.
It's your choice. Anyway, shoot a scorpion,
drop into the next pit and pick up the small medipack in the S crawlspace. Continue through
the N crawlspace, grab the edge of the next pit and shimmy left timing the fire emitter, negotiate the next blade trap and in
the next room start by shooting some bats.
Pick up the shotgun shells
near the entrance and go E, find a sloped block in the corner, jump/grab the
edge and shimmy to the very right side, hoist up, slide a bit and jump with a
right curve to land onto a flat tile to the right of the deadly one. Pull the
wall switch to see a camera shot of the previous room with the timed fire tile.
Pull it again if you want to get one of the secrets (camera shot of a door
opening in the lava room). Retrace your steps and go back to the room with the
fire tile the same way you came here. Something has changed in this room: the
floor lowered revealing a floor lever near the NE corner; use it, exit through
the N opening and go back to the hub room.
The S door is now open so, follow
the passage, shoot a bat, grab the pole at the end and carefully descend
timing the fire emitter. Continue, shoot a jackal
and finally enter in a room with two big statues. Notice the
suspicious dark tile near the first burning brazier near the W wall (a
secret for later). Run S and shoot the vase to your left to get uzi clips (the other vase hides a scorpion),
continue through the opening between the statues, shoot a bat, pick up flares
a bit further and at the T junction you can go left or right. I went left first
(S) and in the next lava room I took a standing jump to grab the edge of the
first sloped pillar, when the fire in the next pillar is off, hoist
up/slide/jump/jump/jump and grab the ladder; climb it to the very top and
shimmy right and around the corner, now climb down 4 or 5 steps and take a backflip with twist to grab the ladder at your back, shimmy
right to the very end and climb until you hear Lara hoisting up (I didn't see
anything here, my screen was totally black). Advance and time a fire emitter, turn left and pick up the CARTOUCHE PIECE 1 in the next room. A trapdoor
opens somewhere so go out and always to your left to find the exit.
From the bottom of
the last slope run E and N to a room with a fire emitter on a central tile. If you want to get a secret, don't enter inside the
room yet: the tile just after the entrance opening triggers a fire high up in a
crawlspace (timed), preventing players to go through and get the first secret
of this level so, before entering, situate Lara facing E and do sidesteps to
the left until her arm is touching the left wall of the corridor; wait until
the flame emitter is about to get off and run and climb the central tile with
the fire emitter from its left side, quickly turn left, jump up and grab the edge
of the sloped ledge above, quickly shimmy left before the fire toasts Lara and
(very important if you want the secret) situate Lara hanging just above the
very NE corner of the tile in front of the entrance (see Lara's shadow on the
floor tile below); once in this position, hoist up and jump back and forth
between the slopes keeping the "jump key" pressed several times until
you eventually land onto the tile with the pedestal (the last jump should be
from a sloped block attached to the N wall with the slope facing E). Now run
off this block to the E and grab the edge of the crawlspace, go inside and pull
the floor lever to see a block lowering in the room with the two big statues.
Go out of the crawlspace, drop/slide/jump to the S slope, shimmy left to the
very right side of the last tile (see Lara's shadow on the far floor below when
the fire emitter is on), hoist up and jump back and forth to land again onto
the block with the pedestal. This time pick up the CARTOUCHE
PIECE 2 and make your way to go back to ground floor (run off the S
ledge, grab the slope below and safety drop to ground floor losing some health)
and back to the room with the statues.
Detour for a secret: If you were able to go inside the
crawlspace in time, run to the NW burning brazier to find a hole in the floor,
follow a long path avoiding some circular blades and climb some ladders to
finally reach the room with SECRET #4:
grenade ammo, a large medipack and 3 X shotgun shells. Go back to the room with the
statues the way you came.
Combine the cartouche pieces and use the BA CARTOUCHE in the receptacle in E wall to
turn off the fire in the floor lever behind you. Use this lever to open the
trapdoor in the hub room. Go all the way back there timing the fire emitters,
the first one in the floor and two more when climbing the pole rope.
Drop into the hole at the center of the hub room and
follow the path until you can take a breath in a room with a closed UW door.
Swim through the narrow gap near the floor in SW corner and use the reach-in
switch to open the door. Back to that door, continue swimming and surface in a
corridor where you'll fight with two jackals.
In this small maze run always to your right to find a place with a vase and a
fire emitter; time the fire so you can use the reach-in switch to lower a block
near the entrance of the maze, go there to get trapped in a room with 5
reach-in switches. The one in front of the door contains a small medipack; time
the fires to use (from left to right) the first, the fourth, and finally the
third to open the door (remember that you can approach crawling under the holes
and wait there until the fire is off). Go inside the room to get the STONE KEY. Use the fifth switch to lower the
block near the entrance of the room so you can exit and shoot a couple of scorpions. Now run always to your left to find the
exit of the maze and slide down the ramp.
Detour to get the last secret: turn left and go
through the E passage; in the next room safety drop to ground floor and go
through the SE passage (where the ladder for the timed run was) to the big lava
room. Again, take a running jump to the top of the SE structure,
now take another running jump with grab SW against the corner with the open
door to get SECRET #5: a large medipack, the UZIS and 3 X uzi clips.
Now the long way back to the beginning of the level
comes: go back to the entrance to see that some blocks appeared in the lava;
use that blocks to reach the blocks attached to the E wall; as you did before,
turn left and take a running jump to the S ledge, grab the crack in S wall and
shimmy left to the raised trapdoor; from the stone structure take a running
jump NW to the exit opening and run through the corridor with the ladder.
Continue to the next room and climb the lower pillar near the N wall, take a
standing jump to the higher W pillar and to the
opening in W wall; continue to the room with the open trapdoor.
This time go through the W corridor to the first rooms
of the level, in the next room take a standing jump to the top of the nearby
pillar and a running jump N to the next one, turn right and take a last running
jump to the high opening in W wall; continue and take the first corridor you'll
find to your right to find a sandy room with the receptacle for your key. Use
the key, shoot a last scorpion and wait
for the falling sand until you can reach the high opening in the corner to
finish the level.
LEVEL 3 - THE GREAT CORRIDOR (first
time)
Shoot a scorpion
and advance to find a very large area. Shoot the jackal
and in the central passage check the S reach-in switch to get crossbow arrows (notice that one of the statues
has missed an hourglass) and another one in the N side to open a trapdoor
further on. Go to the E side where the big gate is and look for two more
reach-in switches, one of them with a small medipack, and locate the open trapdoor in the S
side near the corner.
Drop down and in the next room shoot a bat and change
the position of the statues: place the NE one on the SW tile and the SW one on
the NE tile: a door opens. Go back to the main room and shoot more bats.
Run W and S to find the open door. Climb down the pole
and find the UW lever in the SW passage to open the door in the E one. Swim
there and go right at the junction to find another UW lever, swim back and find
an open trapdoor in the other branch. Shoot some bats and try to avoid the
rolling balls running fast into the openings at the bottom of the ramps. Pull
the floor lever to open a door somewhere and check the dark opening in the
ceiling where the second rolling ball was to find SECRET
#6: 2 X crossbow arrows
and a large medipack.
Go back to the room with the pole and climb it almost
to the top to find the open door. Continue to find yourself on a ledge overlooking
the main room, take a running jump to the W ledge; time the fire to pull the
floor lever and safety drop to ground floor. Find the next open door in the N
side of this area.
Climb the ladder from the central tile and pull the
1st chain at the top to open a passage in the N side of the room (and close the
entrance). In the next room pull the 2nd chain to reveal a closed door in W
wall and close the S passage. Now go through the W passage and pull the 3rd
chain to open the S corridor. Go S and this time don't pull the 4th chain, but
go through the E passage to find a floor lever, pull it to open the door in the
room with the 2nd chain; go back there (N and W passages) to find the open door
in the W wall. Pull another floor lever to open a door in the room with the 4th
chain, go back there (E and S passages) and this time pull the 4th chain to
reveal the open door in the S passage; pick up the small
medipack, drop down, continue and go
through the crawlspace to return to the main room.
Take a running jump to the E ledge with the ladder
(shortcut to climb later), cross to the S side and notice another ladder to
your left. Climb it to the top and cross to the N side; time the spikes in the
corridor, shoot a bat and finally
pick up the HOURGLASS. Notice the
closed door and the receptacle for later, and make your way to go back to the
main room, to the very bottom.
Place the hourglass in the S statue to open the door
in the E area, right hand side. Go there and time the circular blade; at the end
time the fire emitter and jump onto the trapdoor to open it. In the next area
shoot two jackals, notice the closed
door to your right and time the big blades and the poisonous darts (there are
safe tiles in between). In the room with the slicer dicers safety drop down to
the bottom from the W side and advance E until you find a wall lever (timed);
pull it to raise a nearby trapdoor, quickly climb the E blocks, and use the
trapdoor to climb higher. Pull the wall switch and from the W ledge with the crossbow arrows take a standing jump W to land
onto a small block below losing some health; continue W to find the open door
and a new wall switch. Pull it and go back E, use the timed switch again to
raise the trapdoor and go up to locate the open door opposite the wall switch.
In the next area there is a fire emitter protecting a
lever so go left and use the E blocks to safety drop to the bottom. Pick up the
small medipack
and pull the switch to stop the fire emitter above; climb the blocks to go up
and use the floor lever at the top to deactivate some spikes under the wall
switch in the W side (bottom). Go back down and pull that wall switch, go back
up and S to the room with the first trap. Jump W as you did before and locate
the open trapdoors at the bottom of the room.
One more slicer dicer here: climb the blocks in the N
side to go up to the top and find a last floor lever, pull it to see a trapdoor
rising and the fire turning off. Go back to the previous room, climb the W
blocks to go up and go S to the room with the big blades and the dart trap.
Time the traps again and find an open door at the end of the passage. Run up
several ramps and climb a very long ladder to the very top; continue to a rocky
bridge overlooking the main room. Don't cross
the bridge yet but turn left and jump to the blocks attached to the N wall to
find a reach-in switch you can check to get the STONE
KEY.
Go back to the bridge and cross it. Jump to the ledge
in the S side, advance to the W end and take a running jump to the broken
bridge. Turn right and locate a chain to pull near the corner, turn around and
spot the open door at the other side of the broken bridge (N); go there and
jump into the water hole. Notice a closed door on your way down (a secret for
later).
In the UW room with black pillars, locate the air hole
in the ceiling to take a breath; pull the lever in the central block and
another lever in the NE corner. Finally swim through the SW passage and pull a
third lever at the end to open the nearby trapdoor; swim up to a dry room and
pull the wall switch to open the exit door back to the main room.
Shoot a bat
and run back to the E area with the big gate and N again to the corridor with
the circular blade. This time the trapdoor will keep closed so time the fire to
use the reach-in switch and go back outside: the opposite door in the far S
wall is now open. Go there, slide down the ramp and quickly run to the SW
corner; go inside the crawlspace and up the ramps to find an orange block to
move at the end, shoot the scorpion.
Optional for a secret: notice a more illuminated tile
near the NE corner so move the block back to its original position (once to the
E) and 4 times to the N to see a door opening somewhere.
Now light a flare and explore the NW corner to notice
another movable block; this time a bit high. So move
the first block all around the room to that corner so you can climb it and push
the second block to clear the exit. Continue up the ramps and following the
only possible path until you eventually find yourself on a high ledge
overlooking the main room.
Take a running jump to the N rocky ledge and pull the
wall switch near the corner to raise a trapdoor in the opposite S wall. Go back
there, take a running jump to land onto the raised trapdoor and climb the block
in the corner. Climb down the ladder and run N; ignore the opening to your left
and cross the rocky bridge timing the fire emitter. Climb to the next room to
find a floor lever, pull it to see the water level rising in a room you've not
visited yet. Go back outside, cross the bridge to the S and go through the
opening you ignored earlier to safely go down to the bottom of the main room.
Now go back to the W area near the entrance of the
main room and right to the opening with the wall switch, jump into the water
hole and swim back to the water room with black pillars.
Detour for a secret: swim through the NW passage you
used before to enter here and up the narrow corridor. The door is open now so
swim to the next room and get SECRET #7:
flares, small
medipack, revolver
ammo and crossbow ammo.
Swim back out and take a breath up the passage if you need air. Swim back to
the room with black pillars.
Locate a hole in the ceiling near the W wall and swim
there; in the next room there is a big air hole in the ceiling. Pull the UW
lever near the W closed door and swim through the N passage to find a second UW
lever to pull, swim back to the previous room and the S door is now open.
Swim there and look for an UW lever in the NW corner
(hole in the ceiling), look for a safe tile in the N side so you can swim to
the center of the room to pull a second UW lever. Swim back to the previous
room and look for a third UW lever near the air hole (NE corner). Swim to the N
room and the door is open; go inside and pull a last UW lever, back to the
previous room the W door is open now and you can get the 1st EYE PIECE.
For a secret: pull the UW lever near the entrance to
close the door, but also lower a block in a corner to get SECRET #8: large
and small medipacks, flares and uzi
clips. Use the lever again to re-open the door.
Nothing more to do here so swim through the hole in
the floor, back to the room with black pillars and through the passage in the
SW corner back to the main room.
Now go to the central road flanked by statues and
climb the ladder on the N side (the trapdoor at the top is lowered now), jump E
to the rocky bridge, jump W to grab and climb the next ladder and through the
corridor with the spikes as you did before. Use the stone key to open the door,
beware of the poisonous darts and finally pick up the 2nd EYE PIECE.
Time to finish this
level. So make your way
to go back to the bottom of the main room, approach E to the big gate and
combine the eye pieces to form the EYE OF HORUS.
Advance to trigger the end of this level.
LEVEL 4 - THE DOOR OF THREE KEYS (first
time)
In the first room one of the vases hides a small medipack. Go
through the N passage and shoot a jackal;
in the next room shoot three more jackals.
Don't touch the lever yet, but go inside the dark room, pull the wall switch
and pick up a TORCH. Back to the
previous room pull the floor lever now to open the door in the corner (and
close the other one) and shoot another jackal.
In the next room pick up the flares
and the shotgun shells, light the
torch and move the orange block in the corner out and all the way to the room
with the central pillar.
Use the lever again and go to the dark room to light
the torch there; back to the previous room, move the block to the E side of the
central pillar so you can reach the ladder and climb to the high ledge. Save
your game and pull the wall switch, quickly run and jump to the raised
trapdoors in the NE and SE corners to pull the switches, jump back to the central
ledge and, without a stop, run and jump to the raised trapdoors in the W wall
so you can jump to the ladder and climb to the top before the last trapdoor
lowers. Once you made it, pick up the STONE KEY;
a last trapdoor raises in the central ledge with the timed switch so you can
safety drop to the ground floor. Take the torch with you and go back to the
starting room.
Use the key to open the E door and pull the wall
switch. Now take the S passage and in the next room light the three remaining
braziers avoiding the mummies to open
the trapdoor in the corner. Continue, fight with the circular blades and shoot
a couple of bats. In the room with
the rolling balls, cross to the E side and pull the switch in the niche to
lower a block in the previous corridor; go back there and shoot the vases to
get the CROWBAR, the UZIS and uzi
clips. Go back to the starting room.
Optional for a secret: if you want to get the last
secret in the previous level, take the W passage and go back to...
LEVEL 3 - THE GREAT CORRIDOR (second
time)
Remember that you left behind a crowbar lever in the
area with the slicer dicers, so directly run to the W side of this large area,
a bit to the right at the end, through the door with the switch in the
entrance, jump into the water, swim to the room with black pillars and through
the N opening, up through the long passage to the surface, go outside and S to
the broken bridge; jump to the other side, turn right and jump to the E long
ledge attached to the wall, cross the next stone bridge to the N, climb down
the long ladder, run down the ramps, time again the big blades and the darts
and you're back in the area with the slicer dicers.
Go to the bottom using the blocks in the W side, cross
to the E and use again the timed switch to go back to the top, once there go
through the N opening to the next area and use the E blocks to safety drop to
the bottom of the room. Now you have the crowbar so use it to pull the crowbar
lever and see a block lowering somewhere. And yes, unfortunately, you need to
take all the "loooong" way back to the
bottom of the main room the same way you came.
Unfortunately, you can't go back to the area with four
chains the same way as before so go to the central road flanked by statues and
climb the ladder on the N side (the trapdoor at the top is lowered now), jump W
to the rocky ledge and go through the crawlspace to the room with the 4th
chain. Climb the ladder and pull this 4th chain in this room to open the N
passage, go N to the room with the 3rd chain, W to the room with the 2nd chain
and directly W to the corridor with one of the floor levers you pulled in this
area a long time ago.
Go to the back of the corridor to find the lowered block
and get SECRET #9: 3 x grenade ammo and the GRENADE GUN itself. Now you can go back to the
main room the way you came, pulling the 4th chain to clear the exit or pull the
2nd chain to open the S passage and the 1st chain to open the exit. Anyway,
once in the main room go E towards the big door and continue back to level 4.
LEVEL 4 - THE DOOR OF THREE KEYS (second
time)
Pull the crowbar lever in the starting room to open
the trapdoor at the top of the nearby ladder, climb to the upper ledges and
jump to the opening in the S wall. In the next room shoot a couple of scorpions; one of the reach-in switches hides
a large medipack,
and the one with the fire emitter raises a block in the corner so you can reach
a ladder and climb to the upper ledges. Do it so and time the fire in the
central pillar to jump there and to the switch on the S wall, pull it to open
the E door and jump there timing again the fire in the central block; continue
to the very top of the starting room where you'll shoot a couple of bats. Notice that you need three cartouches in
this area.
Pick up the flares
in the NE opening and place the block near the receptacles on the orange tile
to open the N door. In the pool room you have several options to jump to other
levels. I chose the left opening and went to...
LEVEL 5 - ISLANDS OF THE UNDERWORLD
(first time)
Go right at the junction and jump onto the safe tiles
to reach the switch in the NE corner (shoot a bat
on your way), now go to the W opening and grab the monkeyswing,
time the fire emitter and swing to the end dropping onto a safe tile. Use the
safe tiles and the crack (shoot more bats)
to pull two floor levers in this room, one of them in the SE corner and the
other one in the NE corner; from this last one, jump to a safe tile near the
entrance and from here a running jump E to grab the monkeyswing
and go back to the first room. Go back to the entrance corridor to see the open
door.
Use the floating blocks to go to the E building with
the receptacles; from the red one you can take a small detour to the right (N)
and get a small medipack
on the high red ledge. From the stone building (beware of the tiles with
spikes) take a running jump S to the blue block, drop to the stone ledge and
jump only onto the blue tiles to reach the E platform with the arch and jump
to...
LEVEL 6 - UNDERWORLD TOWERS (first time)
Jump to the W ledges and to the bridge with the fire
emitter, shoot the jackal and
continue W (red and yellow ledges) to the SW tower, ignore the ladder and go
right around the building to the S side.
Enter and shoot the vase to get shotgun shells, drop onto the ledge below and
take a running jump to the W window and pull the switch, jump back to the ledge
and use the ladder in the corner to go down to the bottom timing the fire, but
not to the very bottom: after the fire emitter jump back to a ledge and jump to
the E raised trapdoor, climb the block and pull the switch.
Jump back to the small ledge, to the ladder and climb
almost to the top, jump back and climb the next ladder and to the ledge under
the entrance opening. Jump to grab the edge of the N sloped ledge and shimmy
right, hoist up, slide and jump to the ledge in the corner; climb the ladder
and near the top take a backflip with a twist to grab
the next one, shimmy left and around the corner, climb and go up outside
through the open trapdoor.
Climb to the battlements and use the floating ledges
to reach the top of the N tower, go to the N battlement and locate the ladder
above the abyss; climb down, shimmy right and around the corner, jump back with
a twist to grab the next ladder, shimmy left and hoist up, time the spikes and
continue to the E ledge (closed trapdoor on your way), shoot the scorpion and climb down the next ladder,
shimmy left, shoot a bat and pull a
floor lever to lower a block S, jump there, climb down another ladder to the
bottom, jump back and go N to the corner, climb down one more ladder, shimmy left
and finally find a wall switch to open the trapdoor at the top of the tower.
Go all the way back up to the top of the tower the way
you came. Inside this tower there are no difficult tasks; only a series of
ledges and ladders so you can safely go down to the bottom and back up to the
top. There is a closed trapdoor at the bottom, but still closed, so on your way
down first pull the floor lever near the N wall, shoot some bats and some vases
to get flares and finally jump to a window in the S wall to find a wall switch
and lower a trapdoor somewhere. No need to go to the very bottom now so use the
ledges and the ladders to go back up to the top of the tower.
The triggered trapdoor is on the way you took before
to reach the niche with the switch which opened the trapdoor at the top of the
tower so, again, locate the ladder in the N battlement and follow the same
route until you find the spikes; this time climb down the ladder after the
spikes, jump back to the W ledge, continue W to the corner and S to grab
another ladder (closed trapdoor at the top), climb down and jump back with a
twist and grab to land onto the ledge with the floor lever. The trapdoor is
open so climb the ladder to the top, drop from the S side of the block to pull
a wall switch and raise the trapdoor so you can pull the switch above it to
raise another trapdoor somewhere. Pick up a small medipack
on the N ledge, shoot a bat, use the S switch again to open the trapdoor and go
back up to the top of the tower the way you came.
Go again inside the tower and this time notice that
the door in the SE corner is now open as a shortcut to go outside to the bridge
between the towers. Do it so and shoot some scorpions,
cross the bridge timing the fire emitter and when you are next to the S tower
turn left, take a running jump to the ledge in the corner and go to the W side
of the tower to pull a wall switch (a door opens somewhere).
This door is located in the E side of the SE tower so
go back E, down the ladder, jump to the floating ledges and to the bridge
between the E towers, cross it to the E timing the fire emitter, turn left to
jump onto the blue blocks and down to the open door. Climb down the W ladder
and pull the wall switch at the bottom to change the position of some trapdoors
outside. Those trapdoors are located in the NE tower so go outside, jump to the
blue blocks and to the bridge, go N and jump to the ledge attached to the
tower, turn right and climb the ladder with the open trapdoor at its top.
Turn around and jump to the E ledge, continue all
around the tower jumping from ledge to ledge to the N side of the tower; pull
the wall switch to change the position of those trapdoors and go back there the
way you came. This time jump to the W ladder and shimmy right around two corners,
take a backflip with a twist to grab the next ladder,
shimmy right around the corner and climb to the top.
Now jump to the N ledges and pull the chain near the
corner to lower a trapdoor near the last switch you pulled moments ago. To go
back there go around in a clockwise direction jumping from ledge to ledge (no
need to go down to the lower ledges) until you find a ladder with a closed
trapdoor in the E side of the tower; at that point drop onto the ledge below
and continue clockwise to the ledge with the fire emitter and the ladder. Climb
down almost to the top and jump back to the W ledge, go around the corner to
find a floor lever showing a trapdoor raising somewhere when you pull it.
Go back up to the ledge with the fire emitter and pull
again the wall switch to open the trapdoors in the S side of the tower so you
can go back up to the upper ledges; do it so as you did before and go again to
the E side of the tower: this time the trapdoor at the top of the ladder is
lowered so you can climb to the very top of the tower.
Drop through the hole and directly jump into the water
below, locate the UW lever in the corner and pull it to raise a block under a
switch a bit higher, shoot the vases to get shotgun
shells and fight with some bats;
climb ladders and ledges to reach the corner with the wall switch and pull it
to raise a trapdoor high up. Climb the ladder in SE corner and jump back to the
ledge with the fire emitter, time the fire to climb up the ladder and near its
top jump back to the raised trapdoor; turn around, jump to the niche with the
wall switch and pull it to open a trapdoor in the SE tower.
To go back to the top of the tower you don't need to
use the ladder with the fire emitter at the bottom; from the trapdoor simply
take a long running jump to the SE ledge, from here to the W ledges and up to
the top. On your way up shoot some bats
and pick up shotgun shells. Now take
the way back to the SE tower: climb down the E ladder to the bottom and drop
onto the ledge below, go around to the S side, drop and jump to the bridge;
continue S to the entrance of the SE tower.
Now you can climb the N ladder to the top and reach
the high ledge, pull the floor lever to see a grate
opening somewhere. Go outside and back to the arch where you were teleported
when starting this level; this time take the NE floating ledges route to find
the structure with the open grate. Continue jumping from ledge to ledge (take a
detour to get the grenade ammo) until
you reach the arch and be teleported back to...
LEVEL 5 - ISLANDS OF THE UNDERWORLD
(second time)
First jump from ledge to ledge in a
N direction timing the fire emitters once in a while until you can step onto an
orange tile and deactivate spikes somewhere. Go back to the starting platform
and this time jump the ledges in a W direction; at the end step onto another
orange tile to activate some trapdoors in another area. Go back to the starting
point and cross the arch to be teleported to...
LEVEL 6 - UNDERWORLD TOWERS (second
time)
Go back up to the SE stone structure and continue SW
to the starting arch; cross it to be teleported back to...
LEVEL 5 - ISLANDS OF THE UNDERWORLD
(third time)
Use only the blue ledges as you did before to go back
up to the stone building with two receptacles and continue W to the next stone
building where you started this level a long time ago, but don't enter yet;
turn right to see the timed trapdoors you triggered some time ago with the
orange tiles. When you step onto the yellow tile before the timed trapdoors,
notice a block rising in the stone building to your right (secret).
So from the yellow tile, take a curved running jump to
the first trapdoor, run and jump without a stop to the next one, next a couple
of standing jumps timing the third and the fourth ones and finally a last
standing jump with curve to the fifth with a final run and jump to the rocky
ledge.
If you want to get the secret, don't stop but go
inside the building and from the E exit take a standing jump to the ledge to
your right, quickly run around the corner, climb the timed block and jump to
grab the edge of the roof, shimmy left and around the corner, continue
shimmying until you find a flat ledge with SECRET
#10: the shotgun and shotgun shells. Shimmy back to the ledge with
the timed block, drop and jump inside the building.
Anyway, near the building entrance pick up the uzi clips on the nearby block and shoot a bat, go inside the building and shoot more bats, time the trapdoor to take a running jump
to the next rocky ledge.
Optional for a secret: from the E side of this ledge
jump to the blue floating ledge and from here a dangerous running jump to the
right corner of the red ledge with the fire, drop/grab the edge, shimmy around
two corners to the S side, hoist up in the very corner, take a standing jump to
grab the edge of the next red ledge, shimmy right to the corner and hoist up.
Save your game and jump to the ledge with the rolling balls, time all the balls
advancing E and step onto the suspicious green tile at the end, don't stop but
turn and time again all the rolling balls to finally jump to the now safe red
floating ledge (now the fires are gone). Jump back to the rocky ledge.
Go N and pick up the HOURGLASS
(beware of the spiked tiles), take a running jump N to grab the edge of the
yellow sloped ledge, hoist up, slide and jump to the rocky ledge. Turn left
and, again, use the blue tiles to go E to the arch and jump to...
LEVEL 6 - UNDERWORLD TOWERS (third time)
Go back to the bridge between the first two towers and
follow the same route to go all the way back up to the top of the NE tower as
you did before. Once up, from the NE corner of the battlements jump to the E
floating blocks and follow the only possible path until you find a stone
building with the statue to place the hourglass. Do it so and watch the flyby:
trapdoors opening at the bottom of the towers.
Go back the way you came to the top of the NE tower,
drop through the hole in the roof and jump into the water at the very bottom;
locate the open trapdoor in the corner and swim to...
LEVEL 7 - THE WATER HALL
Try to locate a couple of UW levers, one of them at
the back of the SE pillar (near the ceiling) and the other one near the NW
corner (near the floor) to open the nearby door (NW corner). In the next room
you can take a breath. Look for another UW lever in the SW corner to open a
trapdoor in the ceiling of the previous room so, swim there and up to a new
area.
Break the vases to get grenade
gun ammo, shoot some bats
and pick up flares in a corner of the
pool; notice the closed trapdoor and look for an UW lever under one of the
cascades, pull it and quickly go out of the water and to the timed N door.
In the dark room with black pillars, light a flare and
watch out for the deadly spiked tiles, pull the reach-in switch in the N wall
and jump into the water hole in the SW corner.
In the water room with currents there is an air hole
in the ceiling (SE corner) if you need to take a breath. The goal here is fight
against the currents to eventually get into the central area only from the W
corridor, first passage to pull an UW lever, go back to the air hole to
replenish your lungs and take a second round all around to the W corridor, this
time swimming through the second passage. Take a breath, run up the ramp and
shoot a bat.
In the dark room with the wide ramp and rolling balls,
run back to the entrance to avoid them and once at the top of the ramp look up
with binoculars and light to see an opening where the rolling balls were. The N
wall is climbable so, light a flare and climb to the niche, jump to grab the
crack and shimmy left, go inside the crawlspace to get SECRET #11: flares,
a large medipack
and revolver ammo. Pull the crowbar
switch too to open an UW door somewhere.
Go back outside and continue W to get the first EYE PIECE; another UW door opens somewhere. Go
back the way you came to the water room with the currents and take a rest in
the corner with the air hole. This time fight with the current and swim through
the opening in E wall, E corridor; soon you'll see the door you opened when
picking up the eye piece near an UW lever; pull the lever to open the exit (for
later) and continue N to another flooded room but with a couple of small air
holes in the ceiling.
In this room there are several UW levers, but
protected by spike traps so start with the lever high up near the NW corner
(pick up the flares too) and a second
one high in the N wall; there is a third one near the NE corner (bottom),
another one near the SE corner (ceiling) and a last one in the E side of the
wall with the flares at its top (down
and a bit to the S). I thought these five unprotected UW levers had deactivated
the spikes under the other five protected levers, but not very true; you'll
need to pull the protected levers in a certain order, so start with the first
just under the S air hole, the second in the SW corner near the bottom, the
third near the air hole in N wall (ceiling), the fourth near the SW corner
(niche near the ceiling), and the fifth near the SE corner (floor).
Now the W door should be open; swim there to get the
second EYE PIECE and go back to the
room with the levers. If you want, you can explore the room to pick up shotgun shells and a large medipack; if
not, exit through the S passage, pull the lever to open the next timed trapdoor
and continue swimming S to emerge in the pool room you visited time ago. Shoot
some bats and some jackals.
Detour for a secret: go E and jump into the water
hole, back into the starting room where the E door is now open if you used the
crowbar lever when getting the first secret in this level; swim inside and pick
up SECRET #12: 3 X crossbow arrows, a small
medipack and the CROSSBOW. Go back to the pool room.
Now take the S passage and in the room with the mummy combine the pieces to form the EYE OF HORUS and open the big door.
Jump into the water and directly to the S UW niche to
pull the UW lever, now swim to the other side of this big pool (ignore the UW
crawlspace for now), pick up the small medipack and go out of the water; find the open
door in SE corner and go inside the passage. Pull the wall switch at the end of
the path (camera shot of a closed door) and continue through the opening right
from the switch to a room with mummies;
pick up the uzi clips and the flares
and pull the floor lever to see the door opening.
Go back outside to the pool area and spot two long
yellow ladders S near the corner; jump into the water, swim there and climb the
ladders; continue N and climb some blocks to find the open door. Monkeyswing to the other side and soon you'll find a room
with a couple of movable statues and a jackal;
place the statues on the patterned tiles not in any way but the N one to the S
and the S one to the N so they are looking at each other: a door will open
somewhere.
Back to the pool area, jump into the water and swim
through the S crawlspace you ignored earlier (near the yellow ladders); in the
next room shoot two scorpions, check
the S reach-in switch to get a large medipack and pull the E switch if you want to
open a door somewhere (only for a secret later, you can do nothing now with
this switch). Go up the ramp in the corner to find a small room with two
switches; pull both to open a door and raise the level of the water outside.
Swim back to the pool area and pull the UW lever in S
wall near the exit, next to the yellow ladders (1/5); swim directly up to the
surface and locate the next lever under the S blocks, very near the surface
(2/5); swim N to the area with 2 green statues and up to locate the next lever
behind the bridge, next to the NE corner (3/5); swim down a bit and through the
opening in the SE corner, follow the narrow UW passage to eventually find
another lever (4/5), swim back to the pool area; swim through the W opening to
the entrance area and look for the last lever high up in the S side of the
bridge with the long monkeyswing (5/5): all these
levers will open a trapdoor(*) in a passage you'll visit soon.
For the time being, swim S to the area with two yellow
ladders, up to the surface and climb the block attached to the S wall so you
can jump to the stone bridge (N). Go right, pick up grenade ammo and take a
running jump to the N balcony, pick up revolver
ammo and enter to find a reach-in switch; pull it to see a block
lowering somewhere.
Go outside, jump into the water and swim directly N to
an UW opening just under the entrance of this big area, follow the long UW
passage to find the open trapdoor(*) and a small room at the end with the
lowered block revealing a wall switch. Pull it to open a door somewhere in
another balcony. Swim back to the pool area and, as you did before, swim S to
the area with two yellow ladders, up to the surface and climb the block
attached to the S wall so you can jump to the N stone bridge. This time jump to
the N block and left to find the balcony with the open door, enter and get the
1st STONE KEY.
You've got it all of what you came here to look for so
you can exit the level now, but if you want the last secret, read the next
instructions:
Detour for a secret: swim again through the crawlspace
at the bottom of the S wall and back to the room with the small pool and
cascade near the switches to flood the area, save your game and pull the timed
switch in E wall; quickly jump into the pool and swim back to the entrance of
this area (door opened with the Eye), sprint to the pool room with the timed
lever, jump into the pool and use that timed UW lever again to open the N door,
continue to the dark room with spike traps and black pillars, light a flare to
better avoid the spike traps and run and jump to the timed door in NW corner to
get SECRET #13: 3 X grenade ammo, shotgun
shells, uzi clips and the UZIS.
Exit this room through the high opening in the SE
corner, back to the dark room with black pillars, the exit door is closed so
jump into the water hole, swim to the water room with currents, exit through
the E passage, pull the timed UW lever at the junction and swim S to get back
to the pool room. Finally jump into the E water hole to return to the starting
room and exit through the passage near the SW corner to go back to...
LEVEL 6 - UNDERWORLD TOWERS (fourth
time)
Climb to the top of the tower as you did before and go
back down to the bridge between the NE and SE towers; shoot the jackal. Remember that when you placed the
hourglass a long time ago, 2 trapdoors were opened at the bottom of two towers
so it's time to look for the second one.
That second trapdoor is located at the bottom of the
SW tower so go W to the end of the bridge, jump to the floating ledges and go
to the entrance of the tower in the S side, safely descend to the bottom as you
did before and jump into the hole with the open trapdoor to be transported
to...
LEVEL 8 - THE FIRE HALL (first time)
In the lava room go through the opening in NW corner
to find a series of ramps where you must sprint fast turning right three times
(depressing the sprint key in the corners) and quickly turn left to an opening
at the end avoiding the rolling ball that way. Continue through a corridor with
circular blades and shoot several scorpions
in a very large area with a fiery floor.
Advance to the S side and from the SW corner of the
last platform take a running jump to the rocks in the S wall, from here to the
W ledge and a last jump to the ledge with the wall switch. Jump back to the
small ledge attached to the S wall and take a diagonal running jump NE (with
grab) to land onto the low platform with the green pillar below; jump to the SE
platform with the next pillar, pick up the flares and jump to the opening with
the open door. Slide down the ramp and jump at the end to avoid the fire pit,
shoot the jackal and find yourself in a room with 4 floor levers and a corridor
leading to a big maze with many closed doors and switches.
Besides the scorpions,
you can find shotgun shells, a small medipack and uzi clips in several locations. Perhaps there is
a way to do it better or faster, but I did it my way in 4 steps and I think
more useful for the players without all those classical indications
"left-right-left-right-left...":
1.- (Optional only if you want to get a secret later):
Don't touch any lever and go inside the maze always to the left when possible
until you find a wall switch. Pull it and return the same way to the entrance
of the maze.
2.- Still don't touch any lever; this time go always
to your right when possible until you find another wall switch (optional too,
only if you want to get a secret later); pull it and continue always to your
right a short way until you find a floor lever; pull it and go all the way back
to the entrance.
3.- Numbered 1-2-3-4 from left to right and facing the
symbols on the wall, use only the first (1) lever; go inside the maze always to
the left when possible until you eventually find a floor lever in a corridor
with spikes. This lever will open the exit door. Go back to the entrance.
4.- Finally pull the first lever so it is in its
original position and use only the third (3) lever; go inside the maze and go
always to your right when possible until you find a corridor with a ramp going
up. That's the exit.
In the next lava room take a running jump to the W
ledge and continue to a room with timed burning pillars; shoot the jackal and
step on the pad tile NE, quickly run to the SW corner and jump onto the first
pillar, continue jumping all around the room from pillar to pillar until you
reach the safe ledge with the HOURGLASS.
Shoot the bats, use the pole to
safely descend to the ground floor and go back to the lava room.
Now go through the E opening and jump only onto the
safe tiles (with small rocks) to cross to the other side, time the fire
emitter, shoot some bats and pull the
crowbar lever near the E wall. Pick up the nearby shotgun
shells and go back to the lava room the way you came.
Jump back to the W ledge and near the SW opening drop
down (W side) onto a safe tile in the lava, go inside the crawlspace, pick up a
large medipack
on your way and time the fire emitter at the end to pull the floor lever and
open a door somewhere; go back outside and shoot the bats; you can get shotgun
shells on the N ledge too. Climb to the upper ledges using a ladder
near the NE corner.
Run up the ramp from this same ledge and in the room
with the statues shoot two jackals
and pick up the flares a vase
contains; use the hourglass in the right hand statue to open the door (the left
one is a trap) and pull the floor lever in the corridor to raise a trapdoor in
the large area with the fiery floor. Go back to the lava room and this time
jump to the W ledge with the open door; run up the ramp to go back to the large
room.
Detour to prepare a secret: turn left at the junction
and jump onto the platform with the green pillar, jump W to the next one; pull
the wall switch on the W side of this pillar and go back to the junction, this
time up the ramp to the upper ledges.
Locate the raised trapdoor to the W and take a running
jump to grab it and cross to the W platform.
Detour for a secret: turn left and take a running jump
to a lower triangular ledge attached to the N wall, from here a curved running
jump to the E ledge to get SECRET #14:
2 X shotgun shells, uzi clips and the uzis. To go back to the ledge with the
green pillar: jump back to the triangular ledge first and finally a curved
running jump S to the rocks and to that safe ledge.
Anyway jump to the rocks attached to the W wall and
take a running jump to the opening a bit to the S, run through the rocky
passage to a very dark room with spike traps where you'll shoot some bats. If you pulled the switch on the green
pillar and the two switches in the big maze you can drop into a hole near the W
wall to get SECRET #15: 3 X crossbow ammo and a pack of flares.
Go outside and climb a ledge in the NE corner to pull
a chain. Continue S and shoot a vase to get a small
medipack; continue and right from the
entrance you can shoot another vase to get flares;
continue E next to the wall and you'll soon find a block so you can climb to
the upper ledges, advance S to find a dark passage with shotgun shells, several circular blades and a
floor lever at the end; pull it and go back to the main room. Continue N and E
to find another raised block, climb to the high ledge
and pull the floor lever to open the trapdoor at the top of the ladder in the
opposite E wall. Go there and climb the ladder.
In the next dark room, watch out for more spike traps
and bats, approach to the E wall,
light a flare and turn around to see a ladder near the corner of the central
structure; climb it and pull the floor lever. Drop down and climb down the
ladder to return to the previous dark room with the statues, go NE to the
nearby ledge with the chain and jump to the E opening. Run up the ramp and at
the junction ignore the opening to your left and continue up the ramp to a
ledge overlooking the first lava room you found when starting this level, take
a running jump to the E ledge and in the next room pick up the second STONE KEY.
Detour for a secret: go back to the lava room, jump
back to the W ledge and back to the previous corridor; light a flare and this
time take the first opening to your right (a block lowered when you picked up
the key) and be teleported to...
LEVEL 9 - THE SANCTUARY OF THE SCORPIONS
(first time)
Advance to a room where you'll get SECRET #16: a large
medipack, the grenade
gun and 2 X grenade ammo.
Go back the way you came to the previous level.
LEVEL 8 - THE FIRE HALL (second time)
Turn left at the junction and run up the dark ramp for
a second time; in the lava room drop down to ground floor and exit through the
E passage to go back to...
LEVEL 6 - UNDERWORLD TOWERS (fifth time)
Climb ladders and ledges to go up to the opening in
the S wall, exit the tower and go around to the rocky bridge, continue E to the
very end and finally jump to the colored blocks to the arch where you started
this level a long time ago and jump to...
LEVEL 5 - ISLANDS OF THE UNDERWORLD
(fourth time)
For a secret: notice that only one of the floating red
blocks has got fire over it; the other red blocks are deadly too, but you can
always take running jumps over them from a blue ledge to another blue ledge,
triggering that way the fires over them. Do it so to get a secret later.
If you're not interested about secrets, as you did
before, jump only onto the blue ledges to cross to the W rocky ledge, climb the
blue block and take a running jump N to the building where you can use your
stone keys. At the other side you can get the 1st RA
CARTOUCHE, and see how a door opens somewhere. Skip to (*) some
paragraphs below.
Detour for a secret: if you jumped over the deadly red
tiles, once you pick up the cartouche, a trapdoor raises in the NE corner
outside the building, go there and pull the wall switch to change the teleporter near the 15 floating ledges.
Even more, if you are interested about getting ALL the
secrets in this adventure, you should avoid the teleporter
right now, because you'll not be able to go back to this level in the future
so, from this ledge with the receptacles for the stone keys, go back to the W
building where you started this level using the floating blocks, continue to
the end of the corridor, in the first room with the deadly floor use the safe
ledges to reach the W passage with the monkeyswing,
time the fire and take a running jump to grab it, swing to the very end, jump
to the W safe tile, to the S one timing the fire and finally run and jump SW to
the open door.
Of course, don't go through that opening with the open
door, but if you visited the platform with the rolling balls (see "Islands
of the Underworld - third time") the fire on the NW ledge under the
crawlspace should be off. Jump there to get SECRET
#17: the grenade gun and 2
X grenade ammo. Go back to the ledge
with the open door, to the corridor with the monkeyswing,
back outside, to the ledge with the receptacles for the stone keys, down to the
15 floating ledges and this time, yes, through the reseted
arch to be teleported to...
LEVEL 6 - UNDERWORLD TOWERS (sixth time)
Take a running jump to the S ledge or even directly to
grab the ladder a bit to the left, climb down and pull the floor lever to raise
a trapdoor; climb up the ladder and go all around the tower in an anticlockwise
direction to find another ladder you can climb to reach the top, drop down,
shoot the jackal and drop through the
hole with the open trapdoor (this trapdoor should be open only if you pulled a
switch twice when you visited the NW tower some time ago; if not, see the note
below), shoot the scorpions and get SECRET #18: flares,
revolver ammo and a large medipack. Pull
the crowbar lever in the window sill and go back outside and to the same teleporter the way you came.
NOTE: If you reach the top of the SE tower and the
trapdoor is still closed, you can always go back to the N side of the building,
to the ledge where the floor lever is and take a standing jump to the N bridge
below, losing some health, then go W and to the NW tower, from the
shortcut-door in the S wall, climb down the ledges until you can jump to the
window sill in the SE corner, re-pull the switch to see the trapdoor opening,
go back up to the exit the way you came, cross the bridge to the S and go all
the way to the E area and SE to the arch where all started a long time ago,
cross the arch to go back to the "Islands of the Underworld" level,
turn around and cross that arch again to go back to the "Underworld Towers"
level.
Detour for another secret: if you want to get the only
secret in the "Door of Three Keys" level don't use the teleporter yet (thanks TombTitan).
Go down to the ledge where the floor lever is and take a standing jump to the N
bridge below, losing some health, then go W and to the NW tower, from the
shortcut-door in the S wall. Climb down the ledges to the very bottom to find
an open trapdoor, go through and advance to be teleported to...
LEVEL 4 - THE DOOR OF THREE KEYS (third
time)
Slide and in the next room get SECRET #19: all the weapons (shotgun, uzis, crossbow,
revolver, grenade
gun) and a large medipack.
Slide down the S ramp to find yourself in a familiar
room; exit E back to the starting room of this level. No need to go back to the
"Islands of the Underworld" level again. Skip the next paragraphs (go
to ***) and continue playing.
(*)[For those players still in level 5, “The
Islands of the Underworld” (fourth time)]. Go back to the W building where
you started this level using the floating blocks, and continue to the end of
the corridor. In the first room with the deadly floor use the safe ledges to
reach the W passage with the monkeyswing; time the
fire and take a running jump to grab it. Swing to the very end, jump to the W
safe tile, to the S one timing the fire and finally run and jump SW to the open
door.
Detour for a secret: if you visited the platform with
the rolling balls (see "Islands of the Underworld - third time") the
fire on the NW ledge under the crawlspace should be off. Jump there to get SECRET #17: the grenade
gun and 2 X grenade ammo.
Go back to the ledge with the open door and advance to be teleported to...
LEVEL 4 - THE DOOR OF THREE KEYS (third
time)
Shoot several scorpions
and go inside the stone structure to find a wall switch protected by a fire,
time the fire and take a standing jump into the niche, pull the switch and
quickly jump back; exit this room and go up the ramp to see that the trapdoor
is open now, climb to find yourself in the first room of this level.
(***) As you did before, follow the same route to go
back up to the upper platform with the three receptacles for the cartouches
(see "The Door of Three Keys - second time"), again jump to the
opening in the N wall and in the room with the small pool I chose the N passage
this time; advance and jump to...
LEVEL 10 - THE CISTERN OF SETH
In the pool room with blue fog shoot some bats and pick up grenade
ammo near the E wall. At the bottom of the pool pick up shotgun shells and higher up pull the UW lever
on the N side of the yellow pillar to open the door up in the S wall. By the
way you're in the pool, so look for another UW lever in the SE corner, next to
the surface to open the door for a secret later.
Go out of the water and through the S passage with the
circular blades, in the next room blast the mummy,
shoot a scorpion and beware of the
dart trap before you pick up the 1st EYE PIECE.
Go back to the pool area.
Jump into the pool again and swim to the very bottom,
to the N side to find another UW lever next to the grate in the floor; turn
left, swim a bit up and inside the UW building, where the N door is now open.
Continue swimming through the UW passage, pick up a small
medipack and emerge in a room with a lava
pit. Shoot a bat and check the
ceiling to monkeyswing to the other side; shoot
another bat and pick up the 2nd EYE PIECE. Go back to the main pool the same
way you came here.
Now swim through the W narrow passage, go out of the
water and advance through the W corridor, shoot the scorpions,
pick up uzi clips under the left vase and combine the eye
pieces to form the EYE OF HORUS and
open the door. Jump over the trapped tiles, time the fire emitter and pull the
reach-in switch to lower some blocks in the N side of the main pool area. Go
back there.
In the room with 3 big buttons shoot a bat and be careful because with some
combinations the puzzle will not reset (at least I couldn't find a way to do
it) and you'll have to reload. The combinations are (numbering the buttons
1-2-3 from left to right):
1-2-3: nothing
1-3-2: nothing
2-1-3: nothing
2-3-1: the puzzle resets
3-1-2: opens the S door above
3-2-1: nothing
So press the combination 3-1-2 and climb the ladder in
the corner; the S door is now open. In this room with several ledges, switches
and trapdoors, pull the timed switch in the NE corner, roll, climb the S ledge,
climb the trapdoor in SW corner and jump to climb the upper N ledge. Now use
the timed switch in the E wall to raise the trapdoor in the NE corner, quickly
jump there, pull the timed switch, roll and take a running jump to the previous
ledge; quickly take another running jump W to the fire tile, hoist up and grab
the crack before the fire starts; shimmy left and around two corners to the
very end and hoist up.
Detour for a secret: take a running jump to the N
ledge behind the slope to get SECRET #20:
grenade gun ammo. Go back to the
previous ledge (grab the edge of the slope, hoist up and jump to grab the
crack; shimmy left).
Now use the monkeyswing to
reach the ledge in the SE corner, shoot a bat
and pull the reach-in switch to open a trapdoor in this room. Safety drop to
the ground floor, shoot a scorpion
and climb the N ledge to go up through the hole in the ceiling (open trapdoor);
in this small room pick up the STONE KEY
and pull the floor lever to see the exit door opening. Time the spikes when
exiting and go back to the main pool area.
Go back to the room with 3 big buttons and notice that
all remaining doors are closed. Press the buttons 1-2-3 and the E door above is
now open. Climb the ladder and go there; shoot two jackals.
In the S wall there are several orange blocks; one of
them is movable; there is another movable block near the W wall and a third
movable block on the high ledge in the N wall. Your goal here is to create two
bridges with these blocks so you can move the statue onto the N patterned tile.
Do it so (very laborious, but obvious and not difficult to solve) and the door
in the E wall opens; go inside to get the 2nd STONE
KEY and pull the wall switch to see the exit door opening.
Detour to prepare a secret for later: use the blocks
on the ground floor to create a bridge so you can move the higher block onto
the orange blocks attached to the S wall; move it next to the corner (placing
one of the blocks in its original position) to see a door opening somewhere. Go
back to the hub room.
In the room with 3 big buttons, notice that the
remaining 2 doors are still closed. Press the buttons 1-3-2 and the W door
above is now open. In this mirror room jump only onto the marked tiles to open
the door in the W wall, enter, pick up the 3rd STONE
KEY and use the crowbar lever to see the exit door opening. Go back
to the hub room.
In the room with 3 big buttons notice that the
remaining door is still closed. Press the buttons 2-1-3 and the N door above is
now open. In this room with the UW maze, go N next to the closed door and turn
right (W), jump into the water and look for a timed UW lever; pull it and
quickly swim W, right around 2 corners and E to the end; at the junction swim
in a SE direction to find an opening in the E wall so you can go back up to the
upper ledges; run and jump without stopping to the still open door and enter to
get the last STONE KEY. Pull the
reach-in switch to open the exit door and go back to the hub room. Go back to
the main pool near the starting area.
Detour for a secret: swim left (W) through the narrow
passage to the NW part of the pool; if you moved the block in the room with the
statue the UW door is now open and you can swim inside to get SECRET #21: flares,
2 X shotgun shells and the shotgun.
Swim back to the SE part of the pool and inside the
building in the NE corner: the door is open; time the fires to place all four
keys to open the next door. Pull the floor lever at the end of the passage to
flood the room in the pool area, swim back there and locate the air hole in the
ceiling to take a breath.
Now swim to the very bottom of this pool and through
the E opening. In the next room pull the UW lever in the W wall and the N door
opens (I think the UW lever in the SE corner you pulled near the beginning is
needed too); swim there to get SECRET# 22:
revolver ammo and the REVOLVER itself.
Swim SE and up the ramp to reach the upper dry ledges,
shoot a bat and the vases, pull the
chain in the NE corner to open the SW door; there are crossbow arrows in a niche in the N wall to
pick up too. Jump to the open door and pull the floor lever. Swim back to the
main pool area and to the air hole in the ceiling; in the next room pick up the
CARTOUCHE PIECE 2 and the S door
opens, but also an UW door somewhere.
Go S and pull the wall switch to open the door; go
back and jump into the water; the open door is not far, down, in the W wall.
Swim there and in the room with white pillars take the SW passage and the
current will take you to...
LEVEL 4 - THE DOOR OF THREE KEYS (fourth
time)
Pull the UW lever to open the trapdoor and find yourself
in a well-known room. This time I went NW, up the ramp and to the higher
ledges, where I found two more passages to explore. I chose the left one first
(E) and jumped to...
LEVEL 9 - THE SANCTUARY OF THE SCORPIONS
(second time)
Climb the ladder and in the next room if you pull the
lever it disappears, so climb to the crawlspace in the NW corner and use the
reach-in switch to open the door, shoot a scorpion
and continue to trigger a flyby. Safety drop to ground floor, shoot all the scorpions and pull the crowbar lever next to
the N wall.
The S door is now open so, go there and move the block
to the W behind the wall so you can climb it and pull the high wall switch; a
pole rope appears in the central tile, shoot the scorpion
and climb it. Pick up the flares and
the revolver ammo and continue
through the W corridor, shoot a bat
and pull two reach-in switches at the end. The circular blades are now active, take the first corridor to your left to find a new
room.
Shoot the scorpions
and the vases to get grenade ammo.
Pull the chain to see a door opening somewhere. Go back to the main room and
through the passage in the NE corner where the door opened, climb the SE blocks
and through the E opening. Take a running jump to the first breakable tile,
turn right and now a standing jump to the next one, another standing jump to
the third and a final running jump to the last one; quickly run diagonally left
to the niche. Pull the wall switch and use the monkeyswing
to go back to the previous room timing the fire emitters.
Drop to the ground floor and first pull the wall
switch behind the fat N pillar to open a trapdoor in a room you've already
visited, now drop into the pit with the rolling ball and find another switch to
open another trapdoor in that room. Go all the way back there (main room, S
passage, room with the pole rope).
Climb the ladder in the SW corner and find 4 wall
switches to pull all around this ledge, climb the next ladder and find 3 more
switches to pull (pull the reach-in switch in the W wall too to raise a block
under one of them). Beware of the poisonous darts and shoot a bat. Once all switches are pulled a block
raises in ground floor.
Detour for a secret: near the NE corner of this second
floor you can drop/grab/drop/grab a crack below and shimmy left; light a flare
to discover a dark crawlspace where you'll find SECRET
#23: the uzis
and 2 X uzi clips. Safety drop to the ground floor.
Climb the blocks in the center of the room and the
ladder to the very top; in the dark corridor pull the reach-in switches to
raise a trapdoor in the main room, open the next door and get shotgun shells. In the next room shoot some scorpions and pull a couple of floor levers to
raise more trapdoors in the main room. Go all the way back there the way you
came.
Climb the trapdoor in the W wall and continue up
following the only possible path until you reach the high ledge with the row of
5 wall switches. Jump to the NE opening and take note of the symbols in N, S, E
and W walls. Go back to the ledge with the switches and use the combination you
saw in the E wall (from left to right pull the 1st-3rd-4th) to open the door in
the E wall, jump there and follow the long corridor avoiding the circular
blades to jump to...
LEVEL 11 - THE COLUMN (first time)
Continue to the end of the corridor avoiding another
circular blade and finally pick up a small medipack and a STONE
KEY. Go back to the previous level and to the ledge with 5 switches.
LEVEL 9 - THE SANCTUARY OF THE SCORPIONS
(third time)
Now use the combination you saw in the N wall (from
left to right, and all switches up, pull the 3rd-4th-5th) to open a door in the
corridor behind the opening in the far S wall. Go there to find a room with
many vases. Pick up the REVOLVER, the
SIGHT and revolver
ammo in the corner and combine the sight with the revolver (or with
the crossbow if you found it before in a previous secret) to shoot only 5
vases; the niches are tinted with a faint red light. Difficult to explain, one
high up near the center, two in the middle (center and right) and the last two
near the bottom (left and right). Anyway save often because if you shoot the
wrong vase you'll burn. Once all vases are broken the nearby door opens and you
can pull a switch to raise a trapdoor in the main room. Go back to the ledge
with 5 switches.
Now use the combination you saw in the W wall (from
left to right, and all switches up, pull the 1st-3rd-5th) to open the door in
the corridor you crossed when entering into this area the first time so, jump
to the W ledge, go inside the corridor and locate the open door to your left.
After the flyby shoot some scorpions
and jump onto the safe ledges in the lava pool; from the ledge with the fire
emitter (stand in one of the corners) take a running jump with faith to a N
ledge you can't see because the fog, then a standing jump to the sloped ledge,
slide and jump to the safe block with the reach-in switch. Jump back SW to the
previous flat ledge and jump back to the higher ledge near the SW corner where
you started.
From that block now take a standing jump E to the next
safe block, another jump to the next one (spikes retracted here), to the sloped
ledge with the fire emitter and finally to the ledge with the crowbar switch.
Pull it to raise a block near the big scorpion and a nearby fire stops so you
can go back to the block in the SW corner and out of this pool.
Climb the raised block and up to the top of the
scorpion-like structure, don't try to use the lever yet, but go to the E side
over the ledges in the lava pit to use the floor lever and raise a trapdoor in
the S wall; pull the timed switch over that trapdoor and run and jump avoiding
the fires and the pits to the ramp attached to the N wall, run up the ramp,
climb the block at the top and time the fire emitter in the next block to take
a standing jump and a running jump with a left curve without stopping to grab
the edge of the S timed trapdoor, hoist up and from the very SE corner take a
standing jump W-SW to grab the edge of the upper ledge with the crowbar lever.
Pull it to deactivate the spikes under the W lever.
To go down you can take a standing jump to the W
ledges below losing some health or slide the N slope from the very left side
with a curved jump at the end to grab the edge of the block with the fire
emitter. Anyway once over the scorpion-like structure pull the floor lever to
see a camera shot of a trapdoor. Go back to the main room and to the ledge with
5 switches.
This time use the last combination, the one you saw in
the S wall (from left to right, and all switches up, pull the 2nd-3rd-5th) and
go back to the opening in the far S ledge you visited before; from this opening
take a running jump with grab E to land onto the lower ledge near the SE
corner, run through the passage to find a small maze with some scorpions to shoot; at the back of the maze
climb a block to find the receptacle for the stone key, place it to finally see
the second trapdoor raising. Notice the two orange symbols in the niche, for a
secret later (thanks TombTitan). Go all the way back
there (this time you'll need to drop to the ground floor first).
For a secret: if you want to get the last secret of
this level, place the five switches, from left to right in these positions (you
only need to pull two as you saw when you placed the key moments ago):
down-up-down-up-up
Climb the raised trapdoors in the E wall and jump to
the nearby opening. Inside you can pick up the 2nd RA
CARTOUCHE. A door opens in the N wall as a shortcut to go back to
level 10 - "The Cistern of Seth"; and if you placed the switches as I
suggested above, the door in the corner should be open, and you can get SECRET #24: large
and small medipacks, flares and revolver
ammo.
You can go back to the "hub", level 4 -
"The Door of Three Keys", by jumping to the cistern level and exit as
before or, approach to the opening in the main room, take a curved running jump
S to grab the edge of the metallic structure, go W to use the switch and raise
the trapdoors and use them to reach the high N ledge with the open door and
advance through the corridor to...
LEVEL 4 - THE DOOR OF THREE KEYS (fifth
time)
Go out of the pool
and again through the NW opening up to the second floor. This time choose the
remaining opening (N) and jump to...
LEVEL 11 - THE COLUMN (second time)
Shoot the jackal
and notice the orange symbols above the pillars (N). Now turn around and notice
the different texture tiles in the S wall just in front of two of the orange
symbols. Go to the E passage to find 4 wall switches and pull only the two
switches marked with the orange symbols in front of the different texture tiles
in the previous room: the far W door opens.
Slide down the ramp from the left side, take a
standing jump to the next breakable tile, and a
running jump without stopping to the next one, jump and grab the monkeyswing. Don't go N, but turn around and swing all the
way S to the end next to the orange symbol in the wall timing the fire emitter;
turn around and this time swing all the way to the very N end timing the same
fire emitter because the second fire emitter near the corner is not active now.
Swing to the very end, shoot a bat
and cross the circular blades to trigger a flyby showing the big pillar in the
lava pit. From now, I'll call this area the "main room".
Let's start with the opening in the SW corner; jump
there, go inside the crawlspace and continue crawling timing the fires and the
steam emitter (pick up the shotgun shells)
until you eventually find a room with a mummy;
pull the wall switch and go back to the main room the way you came.
Preparing for a
secret later: pull the switch a second time to see a block lowering.
Now jump to the starting ledge and to the N opening in
the central pillar, the trapdoor is now open, drop down and take a running jump
to the opening in the W wall, continue jumping over the fire tile and to the S
pointy ledge at the end; from here jump to another pointy ledge E and in the
small lava room jump with a grab onto the central ledge and jump to the
crawlspace; drop from the other side, jump NE to pull a switch, shoot a bat, jump back to the previous ledge and up to
the grated floor above.
Climb the W ledge, shoot a bat,
turn around and jump E to grab the ladder; shimmy left around two corners and
jump SE to pull a switch; safety drop down and go NW to find the open trapdoor.
Climb the ladder and pull the floor lever, safety drop down and jump and grab
again the central ladder as you did before; shimmy again and when you're on the
flat ledge take a running jump S-SW to grab the S ladder, shimmy left to reach
the opening with the open door and pull the reach-in switch to open another
trapdoor, safety drop down losing some health and locate the trapdoor in the NE
corner. Drop/grab/drop/grab and follow the crawlspace to a larger area.
In the area with the mummies,
shoot some bats and look for flares and uzi
clips; pull the floor lever near the entrance, go E and left at the
end, light a flare and look for the open trapdoor in the ceiling; climb there,
shoot a bat and pull the crowbar
lever, drop down and go directly to the opposite side (N) to find the open
door. Beware of the spike traps in the dark corridor and at the junction notice
the hole to your right and the ramp to your left; yes, it's what you are
thinking about so you know what to do. Shoot a jackal
at the top of the ramp and continue to the next junction; go left first to pick
up the small medipack
and up the next ramp roll and sprint back down to avoid another rolling ball;
continue up, time the fire emitter and in the next dark room shoot a jackal and a bat.
Continue through the SW passage, shoot another jackal and more bats
and go always following the right hand wall until you eventually find some crossbow arrows and further on a TORCH in a dark corner next to a small lava
hole where you can pick up shotgun shells
too and blast a mummy. Time to find a
fire to light the torch so retrace your steps to the E side of this cave, look
for the entrance opening (I had to throw some flares to light the way) and back
to the corridor with the fire emitter, down the ramps and over the spiked tiles
to find the lightened torch.
Look for 4 wall torches to light in this low area and
go back to the previous dark caves the same way and now look for 7 more wall
torches to light, two in this entrance area, one more in the corridor between
the E and W areas and 4 more in the area with the small lava pit. Once all they
are all lit a flyby starts showing a door opening at the bottom of the main
room, near the lava floor, and the door in the W wall near the small lava pit
opens too. Go through this W opening and slide back to the room with the grated
floor, drop through the E hole with the open trapdoor, go inside the crawlspace
as you did before, drop from the other side (a new trapdoor appeared over the
lava) and go back to the main room the way you came.
From the opening take a standing jump NW to the lower
ledges near the lava and jump from ledge to ledge in a clockwise direction
until you reach the open door in the S wall; advance through the narrow
corridor to a wider corridor where you'll shoot some bats, find a closed trapdoor at the end and turn right, go
through the crawlspace to open it and go back there. Drop and continue to a
sort of swamp area (the water is not deadly).
Jump into the mud and advance S to find ledges you can
climb (SW); don't climb yet but advance a bit E to find another ledge under a
stone bridge above you can climb, do it so and go inside the crawlspace to find
a small medipack
and a switch to pull: you hear a nearby door opening. Go back to the ledges in
the SW corner and climb, continue up and N to shoot a jackal and find yourself
on a platform above the swamp.
Detour to prepare a secret: go to the SE corner of
this platform and spot a crawlspace with a blinking light; ignore it for now
and use the binoculars with light to locate an opening in the E wall a bit to
the right from that crawlspace. You can take a running jump with grab to land
inside, turn around, crouch, drop into the hole and pull a switch to see a block
raising in the room where you started this level a
long time ago. Shoot a bat, climb and
take a running jump W with a right curve to grab the edge of the central
platform.
If you pulled the switch in the crawlspace below, the
S door should be open so go there and find a new STONE
KEY. An earthquake starts so be careful with the falling debris when
you go outside. There are alternate ways to go out of this room (you are free
to try and discover them) even if the mud below has disappeared, but the intended
way is to follow the same route you took to come here, so cross the platform to
the opening in the N side, continue following the path so you can safety drop
down to the bottom of the pit and look for a hole in the NE corner to drop
down; follow the long path to go back to the bottom of the main room.
Now jump from ledge to ledge as you did before, but
this time in an anticlockwise direction to find a ladder in the NE corner,
climb it to the top and take a running rump SW to the pointy ledge, another
jump to the N opening, run up the ramps, a running jump E to the central
pillar, up the open trapdoor and a final running jump S to the opening where
you entered into this area some time ago.
You are not able to go back to the very starting room
from here to get the first secret so, continue jumping E and N to go through
the E opening, use the key to raise the level of the sandy floor, shoot a scorpion and continue to a bridge high up in
the main room.
Detour for a secret: from the entrance, approach to
the SE side of the rocky bridge and from the edge look down to spot a
triangular ledge attached to the central big pillar, run off the edge in a SW
direction to (hopefully) land there and jump with a grab to the opening (only
if you pulled twice the wall switch near the start; read the first paragraphs)
in the central pillar to get SECRET #25:
grenade ammo, a large medipack, revolver ammo and the revolver. Climb up the ladder and a block will
lower, take a running jump to the ledge with the fire emitter and time it to
use the reach-in switch and open a nearby trapdoor, take a running jump SE to
the flat ledge with the ladder.
If you didn't pull the switch twice to lower the block
for the secret, from the rocky bridge jump from ledge to ledge in an anticlockwise
direction to reach the green ledge with the fire emitter, time it to use the
reach-in switch and open a nearby trapdoor, take a running jump SE to the flat
ledge with the ladder.
Climb the ladder and shimmy left timing the fire
emitter, jump to the E ledge and from here jump to the ledges and the opening
in the SE corner. In the next room avoid touching the deadly marked tiles and
pull 3 wall switches to lower a block in the central pillar (main room). Go
back there and from the ledges near the opening take a running jump to the
ledge in the corner of the central pillar, jump inside the opening in the E
side of that pillar; inside, pick up the CARTOUCHE
PIECE 1 and the exit door opens. Run through the very long corridor
to finish the level and jump back to...
LEVEL 4 - THE DOOR OF THREE KEYS (sixth
time)
As you did before, jump to the block in the corner so
you can reach the ladder and climb to the upper ledges. Time the fire one more
time in the central pillar to jump there and to the E ledge without stopping;
continue to the very top of the starting room in the area with three
receptacles for the cartouches.
Detour for a secret: even when you already got all
three cartouches, don't place them yet, but jump to the N opening and to the
hub room with the small pool, continue up through the opening in NW corner to
the first floor, take again the N passage to jump to...
LEVEL 11 - THE COLUMN (third time)
If you used the switch in the swamp room (see
"The Column - second time") go to the NE corner to find a raised
block, climb it and grab the ladder; once up go all the way to the W to get SECRET #26: a small
medipack, 3 X shotgun
shells, the crossbow and crossbow ammo. Better duck to pick up all the
goodies and avoid the poisonous dart trap. Go back to the previous level the
way you came through the S opening.
LEVEL 4 - THE DOOR OF THREE KEYS
(seventh time)
Jump into the pool below and exit S to the room with
the receptacles for the 3 cartouches; place them and the door in the SW corner
will open (use the movable block to place one of them), go there, shoot some bats and what I did was randomly run onto the
orange tiles until I noticed a flashing light, then randomly run onto the
remaining tiles until I notice another flashing light, etc.
The only help is that you never need to run again onto that
tiles so the remaining tiles are less and every time you find the next
flashing light there are less tiles to look for... The only "hint" I
found was that once you found one of that flashing tiles, the next one has the
same picture on it so, if you start with the middle tile in W side
("II" picture) you must look for another tile with the same picture
(the one in the NE corner), and so on with the "OA" tiles, the
"scarab tiles"... but the search for the next trigger tile was
totally random for me. Step onto all tiles to lower a block in the NW room,
continue and jump over the spiked traps, pull the reach-in switch to flood the
previous areas; swim back to the main room with the receptacles and up the hole
in the ceiling.
At the end of the passage drop into the room below;
time the fire emitters so you can pull the reach-in switches when the fires are
off; sometimes bats will appear, at
other times some goodies, but eventually
you'll be able to pull the right hand one in the W wall (pull it several times
if necessary) to open the trapdoor.
LEVEL 12 - THE ABYSS
Advance S and in the room with 4 pole ropes shoot the scorpions, climb the NW pole to pick up the flares and uzi
clips, the NE pole to pull a floor lever, the SW pole to get a small medipack and
the SE pole to find the open door. At the end of the corridor a flyby starts
showing the abyss.
Turn left and climb up the ladder; pick up the flares and turn around to jump to the E ledge
with the reach-in switch. Go back down to the entrance and E to find the raised
trapdoor so you can cross to the E side. Ignore the opening to your right and
cross the bridge to your left, jump to the next ledge, climb down the ladder
and go through the S opening to a large room with scorpions
and bats; pick up the shotgun shells near the entrance and the small medipack in
the opposite side of the room.
Step onto the orange tile and walk only over the
raised path timing the fire traps or the door will close. Shoot the scorpions and pull the floor levers timing
more fire emitters to open the door, pick up the BA
CARTOUCHE and step onto the orange tile. If you want to get the last
secret in this level go outside and walk only over the raised path timing the
fire traps again as you did before to go back to the abyss.
Climb the ladder and cross the bridge to the N side,
take a running jump to the E ledge. When you are down on the tile near the wall
torch, drop/grab the edge and shimmy right (there's a crack) to a crawlspace,
go inside to get SECRET #27: revolver ammo, crossbow
ammo and a small medipack.
Go back to the ledge with the wall torch the way you came.
Continue jumping from ledge to ledge to the very E end
and find an opening to your right. Shoot the scorpions
in the next room and pick up the revolver ammo
one of the vases hides; pick up the small medipack in the reach-in switch in E wall. Go
through the nearby corridor and use 3 reach-in switches to get shotgun shells and open a door somewhere, go
back to the previous room, shoot the bats
and climb the pole, shoot one more bat
and look for the open door in the corner.
Pull the floor lever, shoot another bat and go up the ramp back to the abyss (pick
up the crossbow ammo); grab the
ladder, climb down to the bottom and shimmy left but only around one corner;
from the very bottom take a backflip with twist to
grab the edge of the S ledge, hoist up and go S, turn left and jump to grab the
ladder, shimmy left and around two corners, climb almost to the top and jump
back to a ledge with a floor lever; pull it to change the position of the
trapdoors in the N side of the abyss.
Go back down to the previous ledge the way you came
and jump to grab the N ladder; this time shimmy left and around the corner,
climb a bit and take a backflip with twist to grab
the next ladder, shimmy left around two corners and climb to the top. Advance a
bit W to pick up the shotgun shells,
jump to the S ledges and continue W until you find the
receptacle for the cartouche; use it to open the door and go inside.
If you did what was supposed to be done in the area
where you got the cartouche some time ago, the trapdoor in the NE corner should
be open so go there and get SECRET #28:
grenade ammo, flares and a large
medipack.
There is a small fire in the SE corner, step onto that
tile and a steam will appear at the top of the block near the entrance, jump
there and continue jumping on the next blocks with steam to open the SW door.
Go there and pull the floor lever to open a door somewhere; go back outside and
safety drop from the edge to your left onto the ledge below losing some health,
jump E to the raised trapdoor and continue to the bridge with the fire emitter
and climb down the long ladder in the E side, continue W to the ledge with the
open door.
Shoot the vase at the end of the corridor to get crossbow ammo, time the spikes to pull a
reach-in switch at the end and open the door; now get a new STONE KEY and go back to the abyss. Go E, pick
up the shotgun and climb the long
ladder. Turn left and go through the N opening; in the room with the fiery pit
use the binoculars with light or light a flare to discover the invisible blocks
so you can cross to the other side and use the key: a door will open somewhere.
One of the vases contains a large medipack and the other one a scorpion. Go back to the abyss the way you
came.
Now comes the long way back to the ledge where the
receptacle for a cartouche. Jump from ledge to ledge to the very E end and go
right to the sandy room with the pole rope, climb it and repeat again all the
tasks (see previous paragraphs) until you reach the ledge where you used the
cartouche some time ago; this time cross the stone bridge to the S side and
climb up the ladder to find the open door and finish the level.
LEVEL 13 - THE SAND CHAMBER (first time)
[IMPORTANT NOTE]: If you want to play several extra levels later you
need to discover one of the two secrets in this level (secret #30); there is a
wall switch which will not reset so if you wrongly pull it, you'll lose the
possibility to play that extra levels. [End note]
Shoot the scorpion
and from the sandy room go through the S passage. In the room with the deep pit
(I'll call it the "main room" from now) jump with grab to the closest
ledge, right and down the next ledges avoiding the steam emitter; take a
running jump W and from the top of the block use the monkeyswing
to reach the S ledge with the scorpion
and the shotgun shells.
Go inside the crawlspace in the S wall and shoot two jackals in the next room, go through the
passage in the SE corner and follow the path (shoot another scorpion) until you eventually find yourself
under the grated floor of the previous room; there is a small medipack in
the SW corner and a passage in the N side leading to a small room; time the
fire emitter and climb to find a crowbar lever and raise a trapdoor somewhere.
Go all the way back to the main room.
Use the monkeyswing to go
back to the N ledges near the entrance of this main room and continue down a
bit around the big pillar to find a closed door in the N wall. Take a running
jump W to the raised trapdoor and continue through the narrow corridor, time
the spikes, pick up the crossbow ammo,
shoot a bat and get the STONE KEY at the end. Go back to the ledge
with the closed door the way you came.
Now you need to go all the way back to the S
crawlspace after the monkeyswing and to the room with
the grated floor, shooting some bats
on your way; down to that floor as you did before but this time look for a
crawlspace near the NW corner, shoot a scorpion
and find the receptacle to use the key: a door opens somewhere. Go all the way
back to the higher N ledges next to the entrance of the main room and jump to a
rocky bridge leading W to find the open door.
In the next large lava room there are some levers
right from the entrance and some trapdoors in the ceiling; your goal here is
keep all trapdoors up so you can monkeyswing to the
very end. For this you must use, from N to S, the 2nd and the 3rd levers; from
the pillar near the entrance you can use the monkeyswing
to the very end and pull the crowbar lever next to the door to open it.
Up the ramp, shoot a jackal,
and in the room with the trapdoors in the floor pull the timed switch to open
the door in the N crawlspace of this area, continue to a room with a scorpion and another wall switch, pick up the crossbow ammo and pull it to open a trapdoor
in the main room. Slide down the ramp to return to the room with 5 levers, go
back to the main room and use the monkeyswing again
to reach the platform in the SW corner. This time, from the E side take a
running jump to the E ledge near the corner, another running jump to the N
ledge with the large medipack
and climb the ladder on the N side of the green pillar.
Advance E and take the first passage to your left (S);
in this new room shoot a couple of jackals
and climb the ledges to take a look: yes, your goal here is to move the statue
all the way over the long path on the scarab tile next to the S wall. Notice
that there are some symbols in the ceiling just over the parts where the path
is broken. The trick here to raise the correct blocks is to let up the switch
with the symbol corresponding to the block you want to raise and down the other
three switches. So start by pulling all switches except the one in the block
with the scarab to raise the first block, go N to move the statue, back to the
switches to raise the next block and so on... Once you place the statue on the
scarab tile, several doors open somewhere, go back to the main passage, to the
left (E) and in the room with black pillars go right (N) to find the open doors.
Go to the opening right from the entrance; in the room
with the sarcophagus and two vases shoot one of them to get flares, and notice that if you pull the wall
switch to trigger something in another room you can't pull it up again
(suspicious...) so you better not touch this wall switch and leave it as it is
without touching it if you want to get the last secret of this level and play
several bonus levels later.
Now go back to the entrance of the sandy area; this
area is full of spiked traps, and I never found a hint to safety cross it, so
situate Lara facing N on the second stone tile from the right, run N until you
find the falling sand to your right, walk one more tile N, turn right and
advance 2 tiles W, 1 tile N, 2 tiles W, 1 tile S and all the way almost to the
W wall; from the second tile counting from the wall, advance S until you find
falling sand to your right (stop before the falling sand), from here advance
always next to the edge of the dune to your right to avoid the last spike trap.
In the next room pick up the small medipack and
pull the floor lever to deactivate the spikes in the sandy area, go inside the
S room and light a flare to discover a movable block.
Detour for a secret: move the block outside and in
front of the floor lever, climb it and jump to grab the ladder in the ceiling hole to get SECRET #29:
uzi clips, flares,
the uzis
and grenade ammo. Go down and move
the block back inside the room.
Place the block in the NE corner, climb it and climb
the ladder; in the next room shoot a jackal
and pick up the shotgun shells one of
the vases hides. Notice the phantom wall in the SW corner and go through it,
pull the crowbar lever to open a door somewhere.
Now go all the way back to the main room with the lava
pit (now you can pick up the crossbow arrows
in the large sandy area if you want), climb down the ladder in the corner and
go all around the room retracing your steps in an anticlockwise direction,
using again the monkeyswing to find the open door
down in the N wall just under the entrance.
Cross the circular blades, shoot the scorpion and
climb all the ladders taking back-flips with twists when you're at the top of
them to grab the next ones at your back, avoid the steam emitter on your way
and shoot a couple of bats when you
are at the top. Notice the high wall switch in the N wall and the movable block
in the S wall; of course, you'll need to move that block to the N so you can
climb it and pull the switch. To do this you can find a couple of movable
blocks in the next room so you can create bridges to move the high block in the
first room. Do it so and pull the switch to create changes in the room next to
the circular blades.
For a secret: if you didn't pull the switch in the
small room with the sarcophagus next to the large sandy area trapped with all
those spikes, in the S side of the room where the 2 movable blocks were, look
up to see an open trapdoor, move one of the blocks there so you can get SECRET #30: crossbow
arrows, the revolver and uzi clips. Important to play the bonus
levels!: pull the wall switch here to
change something in one of the final rooms of this level and go down.
Go back down the ladders and behind the blades, drop
into the pit and pick up the crossbow arrows
and the shotgun shells, go through
the crawlspace in the NW corner, pick up grenade
ammo and pull the crowbar lever (there are shotgun shells on the
ledge in the corner) to see the exit door opening. That door is in the far room
with the fat black pillars next to the large sandy area with all those spike
traps so yes, it's what you're thinking: go all the long way back there and
find the open door behind the pillars to exit the level.
[IMPORTANT NOTE]: If you pulled the wall switch in the room with the
last secret, notice that the S room with the receptacle for a cartouche has
changed, and now the sand flows from the walls. This means that you will have
the possibility to play the bonus levels later. You'll be back here very much
later, after having played the next levels. [End note]
LEVEL 14 - THE UNDERGROUND (first time)
Slide down the ramp and jump at the end into a water
pit; quickly walk and climb the N ledge before the water burns. In the E ledge
find a small medipack
and shoot a scorpion, and in the W
ledge pick up the flares. Advance N
and pull the crowbar lever at the end (uzi
clips are on a ledge in the opposite side of this room): the door
near the start opens. Jump to the entrance opening from the E or W ledges (the
ramp has changed) and climb the blocks to go back up.
In the first hall shoot 2 scorpions,
ignore the opening to your left and continue E to the area with the floating
islands. First use the blocks to your right to reach the N
building, pull the switch inside, go out and through the higher crawlspace,
climb even higher, shoot the jackal
and pull the wall switch to open a door somewhere. Go back to the
entrance.
Now go jumping from block to block in a S direction. Eventually you'll find another of that stone
floating buildings with revolver ammo
in a niche. From that niche drop/grab the edge and shimmy right (there's a
crack) to the very end to get SECRET #31:
the revolver and a small medipack. Go
back to the entrance area the way you came.
Now continue jumping in an E direction and inside the
next stone building, climb the window and continue E ignoring the stone
building to your right (a key is needed there). When you are in front of the
arch with the sloped ledges on the roof (a teleporter
for later) you saw in the flyby turn left and continue jumping to the S and to
the stone building with a fire emitter inside; from here you'll find more
floating ledges leading to the W and eventually find another stone building.
Shoot a jackal
coming from the S and if you are interested in the next secret, better run and
step on all the tiles you find in the corridors in this area. Drop into the
hole in N side and pull the switch next to the fiery floor, quickly go back to
the hole and up to the level above, run S to find an open trapdoor and go up.
Pick up the small medipack
and step onto all the tiles to open the ceiling trapdoor, go up and after the
crawlspace you'll find a reach-in switch to open a trapdoor somewhere.
Go back down and pull the timed switch next to the
trapdoor; this switch will stop the fire in the fiery floor two levels below so
quickly run back there to find a floor lever and a wall switch. Pull the floor
lever to trigger the teleporter in the arched
structure you saw before and the wall switch twice to make the floor safe
again. Go out of this building, E to the building with the fire emitter and N
to the still inactive arch.
This time take the N floating ledges path to find
another stone building, time the spikes in the corridor to pull a wall switch
and another floor lever: the teleporter in the arch
is now active.
Also, if you used the reach in switch in the building
with the fiery floor, the floor trapdoor should be open here, drop down to get SECRET #32: flares,
2 X uzi clips, the uzis and a large
medipack. Go back outside.
Now jump back S to the teleporter
and cross the arch.
LEVEL 15 - THE OCTAHEDRON (first time)
In this new area follow the only possible way S to a
building with a closed door, W to a pyramidal building with another closed
door. Continue N to a ledge where you can get a new STONE
KEY timing the fire emitter. Nothing more to do here at this moment
so go back to the teleporter and return to...
LEVEL 14 - THE UNDERGROUND (second time)
Now jump in a W direction until you find the building
with the fire emitter, don't go there but turn left and jump N to the island
with the receptacle. Use the key to lower the block, shoot the scorpion and pick up the HOURGLASS. Go back to the teleporter
and jump again to...
LEVEL 15 - THE OCTAHEDRON (second time)
Go again jumping S to the island with the mechanical
door and use the hourglass to open it. Shoot the bats
and pull the switch to open the door in the octahedron-like island; go there
and run inside jumping to...
LEVEL 16 - INSIDE THE OCTAHEDRON (first
time)
After the circular blade shoot the scorpion and pull the reach-in switch in the E
wall to open the W trapdoor. In the sewers, shoot a bat,
climb the ladder and pull the switch to open the door; quickly take a running
jump to grab the edge of the breakable tile, hoist up, take a running jump with
a right curve to the next breakable tile, another running jump to the next ones
and a last jump to the safe ledge below in the E wall. Shoot the bat, cross through the circular blade and pull
the timed switch; quickly roll and run and jump through the blade to save time,
take a running jump to the W trapdoor and another one N to the safe ledge.
Shoot a bat if it appears.
Go inside the crawlspace and turn right at the
junction to get a small medipack;
crawl back to the junction and take the next left to find a hole in the floor
so you can climb up to the upper floor. Shoot the jackals.
In this room pull the timed switch on W wall and exit through the SW passage
sprinting up to the higher ledges, take a running jump to the ledge attached to
the E wall and shoot the bat. Finally
a last jump to the ledge with the fire emitter and time it to pull the reach-in
switch: a trapdoor raises in the main room with the
deep pit. Go back there the way you came.
Jump to that trapdoor in the corner, grab the crack
and shimmy left until you can hoist up. Advance through the corridor (notice the
closed door to your left) and shoot a bunch of scorpions;
in the small maze move the orange block to the marked tile in the NE corner
(look to the ceiling) to open the door in the previous corridor, go there and
continue to a room with a mechanical door where you'll shoot a bunch of jackals; pull the reach-in switch in the W
wall to activate a teleporter in the previous
corridor, use it to jump to...
LEVEL 15 - THE OCTAHEDRON (third time)
Move the statue on the patterned tile and pick up the HOURGLASS, now jump to the E teleporter to return to...
LEVEL 16 - INSIDE THE OCTAHEDRON (second
time)
Now you can use the hourglass in the statue to open
the mechanical door, enter and slide down the ramp to another area, shoot the
vase to get shotgun shells, time the
spikes and shoot another vase to get a small medipack, advance and shoot the bats; continue to a big lava room.
Take a curved running jump to the N ledge near the
corner, jump to the W one and another running jump SW to the brown ramp to
safety slide to the ledge with the wall switch below; pull it to raise a
trapdoor somewhere. Now drop down onto the ledge over the lava and continue
jumping to the ledge in the W wall with the receptacle, shooting a bat and timing the spikes in the last jump;
climb the ladder and take a running jump NE to the ledge with the raised
trapdoor, shoot the bats and pull the
switch.
This switch opens the trapdoor attached to the pillar
in the S wall, so go back there the way you came, climb the ladder and shimmy
left and around the corner. If you want you can jump NE to the brown slope and
slide to the ledge with SECRET#33: shotgun shells and a small medipack. Jump
to the ladder and back up to the previous ledge.
Now jump to the W yellow ledges (the vases are empty)
and pull the floor lever to lower a block high up in the corner, jump to the S
ledges and to the central platform, to the N ledges and finally to the high
ledge in the NW corner where the block lowered. Pull the switch to turn off the
fire in the pedestal with the key and jump there via the central platform to
get the STONE KEY.
Now slide down the S arm, down to the ledges in the
lava and jump to the W ledge with the spikes to place the key; a trapdoor will
rise high up in the N wall so go back up to the higher ledges attached to the
gray pillar in the N wall as you did before and from there jump E to the raised
trapdoor, run up the ramp and save your game in front of the circular blades.
Jump through the blades and slide down forwards jumping to the right side, when
landing onto the breakable tile, quickly take a step forward to the corner,
take a standing jump to the next tile to your right and a running jump without
stop to the next ones, finally a last running jump with a left curve to land
onto the W trapdoor. Shoot the bat,
jump to the S opening with the timed switch and save your game.
Detour for a secret: jump to the block attached to the
S wall, jump/grab the crack and shimmy right to a crawlspace where you'll find SECRET #34: a large
medipack, revolver
ammo and the grenade gun.
Go back to the ledge with the switch the way you came.
Pull the switch and jump to the block attached to the
S wall, turn left and jump to the trapdoor in the corner, turn left and jump to
the next one, left again and a running jump to the next one, turn a bit right
and take a diagonal standing jump to the next trapdoor; now save your game here
because a tricky task awaits: situate Lara facing the breakable tile in the
corner, wait a bit until the trapdoor opens, then reload and wait again but
this time not so long and jump in last moment to the breakable tile; if you're
lucky the previous trapdoors will open but another one will raise N so quickly
take a running jump there before the tile completely breaks and from that last
trapdoor (you are safe now) a last running jump to the opening in the corner.
Phew!
Shoot the bat
and another one in the next room, jump into the water hole and continue
straight ahead at the junction (E), at the end of the path take either left or
right passages to find an UW lever; pull it and go back to the junction, take
the first right (S) and continue to an UW maze; swim E, to your right (N) at
the next junction and a bit E again at the end to find a hole in the ceiling
where you can take a breath. Pull the crowbar lever and jump into the water,
swim to the very SW corner of this maze to find the next open trapdoor. Pull
the crowbar lever there and jump into the water again, find the next hole with
the open trapdoor in the E wall, pull one more crowbar lever and jump into the
water again; this time exit the maze (W) and swim back to the junction,
straight ahead (N) and to the room with the octagonal spikes. Don't go through
yet but look for a hole in the ceiling near the entrance with an UW lever to
open the next trapdoor at the end of this passage; quickly swim there and
surface in a room with a floor lever, pull it to open the door in the E wall.
(The passage in the W wall leads back through the octahedron to the underground
and the sand chamber; there is no need to go there at this time.)
In the next room with the mummies
beware with the patterned tiles in the floor, but with the same patterned tiles
in the ceiling too; they all are lethal so, look for a safe way to the timed
switch in the NW corner, pull it and quickly run to the SE corner where the
open door is, following the same safe path, pull the reach-in switch to get the
STONE KEY and carefully go back to the
room with the floor lever to use the key. Find a teleporter
in the next room to jump to...
LEVEL 17 - UNDERGROUND DESERT (first
time)
First go to the far S wall and pull the switch, turn
around, go to the far N side of this area and look for a wall switch near the
NE corner, shoot the jackal, pull it
and quickly sprint S to the timed door in the E wall before it closes.
Use the rope to swing to the other side of the pit and
in the outside area take the NE passage first, explore all of that area to find
flares, a small
medipack and be careful with all the scorpions, the dart traps and the jackals; time the spikes in the narrow passage
and use the ropes to cross to the other side of the lava pit, shoot the pesky bats at the end [Important tip from TombTitan: In the next cave, don't shoot the scorpions yet,
as they need to activate important trigger tiles. Let them follow you to the NW
corner and then to the far NE corner. You can shoot them after they have
scuttled over both corner tiles.] Beware of more dart traps. Look for 3 floor
levers in this area to open a trapdoor somewhere and release more scorpions and a jackal;
go back to the hub outside area the way you came.
This time take the S dark passage; inside the
crawlspace-maze go always to your right when possible (pick up flares on your way) until you find a wall
switch, pull it and go back to the entrance. This time go always to your left
when possible until you find shotgun shells,
go over the breakable tile and drop to get SECRET
#35: the uzis
and 2 X uzi clips. Climb up to the maze and continue
always to your left to find the open door.
In this dark lava room shoot some bats and slide down the N slope to land onto a
breakable tile, quickly go forward to drop onto the tile in the corner. Take a
standing jump to the small ledge in the lava, jump to the NW corner with the flares and pull the switch to open a trapdoor
over a ladder on the other side of this room; jump back to the ledge in the
lava and another jump SE to the pointy ledge, pull the reach-switch in the E
niche to open a door somewhere and from the pointy ledge jump to grab the
ladder in the SE corner and climb up to the entrance.
Now take a standing jump to grab the ladder just in
front of the entrance opening, shimmy left and around the corner, take a backflip with twist to grab the N ladder, shimmy right and
around the corner, climb a bit and shimmy left to the very end, now climb to
the top (the trapdoor you opened with the floor lever is here), go inside the
crawlspace, drop from the opposite side and shoot a bat.
Take a running jump N-NE to the ledge with the crowbar lever and pull it to
open trapdoors at the other side of the room, jump back to the previous ledge,
jump to the nearby S sloped ledge (facing N-NW so you slide backwards) and
safety drop onto the entrance ledge.
Now situate Lara in the very SW corner of this ledge
and facing E-NE take a jump back onto the S slope and immediately jump forward
to grab the N ladder, climb to the top and shoot a bat;
finally take a last running jump E to the open door. In this new outside area
shoot a couple of scorpions and go
through the opening in NE corner.
In the room with the spiked pit jump from slope to
slope (time the fire emitter) until you go back to the entrance ledge; on your
way, you should slide on an orange tile in one of the S blocks to open the E
door. Repeat the same maneuver but this time try to jump onto the very N edge
of the slope with the fire emitter, so you can jump with a right curve and
slide facing N to the remaining slopes. Once at the other side pick up the STONE KEY. To go back to the entrance, simply
take a running jump SW towards the block with the orange slope tile and proceed the same as before.
Detour to get a secret later: from the exit ledge turn
around and look S and down to see that the spikes have disappeared on a sandy
tile next to the wall, and a tiny fire appeared. Take a running jump to the
slope (beware of the nearby spikes) and slide to the floor; when you touch the
floor a camera will show you a door opening somewhere. Get back up to the exit
is a bit tricky because the spikes all around; what I did was situate Lara in
the very NW corner of this tile, facing W, take a jump back onto the E slope
and immediately jump forth with a hard left curve to land onto the E edge of
the W slope, slide and jump to the flat ledge near the exit.
Anyway go outside and make your way to go back to the
first "hub" outside area. (In the room with the lava pit, simply take
a running jump to the slope to your left you used before and safety drop onto
the entrance ledge below)
Once you are in the first outside area, go E and S
shooting some scorpions on your way
to find the receptacle for your key and finish the level. Notice an earthquake, it will make some changes in this level so you
can get the remaining secrets later.
LEVEL 18 - THE PRISON OF THE CONDEMNED
(first time)
There is a high crawlspace in the NW corner and in the
next prison cell another crawlspace to exit. Advance and find crossbow arrows and shotgun shells to pick up, locate the orange block and move
it to the bigger room with the crawlspace so you can climb it and grab the
ladder in the ceiling; continue through the corridor with the circular blades
to find a room with a deep pit. All your guns have disappeared so lure the jackal to the spike trap to get rid of it.
There's a small medipack
in the reach-in switch.
From the NE corner take a long running jump with grab
to the far W ledge below, go up the ramp but quickly retrace your steps because
of the rolling ball; go up again to find a jackal,
down the next ramp and the rolling ball will kill it. Again in the deep pit
area, take a running jump to the SW ledge with the reach-in switch you need to
pull to release the GUIDE and open a
certain door somewhere; jump back to the previous ledge, and SE to the higher
one; from here a long running jump E to the long ledge you came from and take
the long way back to the starting cell the way you came.
When you are in the cell where this level started, the
exit door still remains closed but when you approach this time the door will
open. Once in the corridor a jackal
will appear, but the guide will help you in that sense. Jump over the trapped
tiles in the E side and use the reach-in switch in the E wall to activate the
spikes just in case the guide didn't kill the animal; continue and the guide
will follow you and low some blocks at the end of the passage; some scorpions will appear too.
Take the left passage first (E) to find a room with a
mechanical closed door; the guide will follow you and eventually will kill the scorpions to finally light the torch near the
N passage. Go through and beware of the rolling balls in the next room, climb
the S ledges and go through the SE corridor, pull the chain and go back to the
previous room: the mechanical door is now open. Continue to a pool room;
eventually the guide will ignite the waters, opening the trapdoor at the top of
the ladder, climb it and avoid the dart traps exiting through the N opening.
At the top of the pool room first choose the S opening
to get crossbow arrows, then the E
opening to find a crawlspace and a floor lever; back to the pool room the N
door is open. Inside there is a high crawlspace and in the next room if you
touch the tiles with the vases some grenades will explode killing the mummies (and even killing yourself); anyway
pick up the shotgun shells in the E
room, pull the floor lever to open a door next to the guide and go back to the
pool room.
Retrace your steps to the cells area where the guide
awaits; when you approach he starts to walk. Follow him to a room with a pit of
sand, drop into the pit and look for a crawlspace in the SW corner, one of the
holes hides crossbow arrows (use this
switch a second time to open the secret door described in the next paragraph,
thanks TombTitan) and the other one raises the level
of the sand so you can climb the other side of the pit.
Detour for a secret: go back to the cells area (S at
the junction) and the first cell to your left is now open to get SECRET#36: shotgun
shells, uzi ammo, a large medipack and crossbow
arrows. Go back to the sand pit.
At the other side of the pit go E to find a floor
lever and open the door to release the guide, he will light a torch and wait.
From the floor lever go S and at the bottom of the staircase step onto the tile
with the circle so the guide comes and deactivate the blades trap; climb up the
ladder in the corner and in the room with the dart traps pick up the crossbow arrows and continue NE. Take the
first path to your right timing the spikes and lure the jackal to kill it with the spikes, use the
reach-in switch to open the next door and go back to the corridor, pick up the small medipack, time
the next spikes and beware of the dart trap.
In the stepped area pull the floor lever and wait for
the guide, continue E and he will kill the scorpion.
In the area with fire emitters pull the floor lever to lower the block where
the guide is and follow him to a room where he will light a last torch, open
the exit door and escape. Go through the passage he used to escape and pick up
the crossbow arrows if you want, back
to the previous room exit through the N opening.
In this cave go S first to find some packs of crossbow arrows to pick up, but forget the
ammo for now because two jackals will
attack and you are disarmed. Climb the block in SW corner to finally find the CROSSBOW and the SIGHT.
Dispatch the jackals and the scorpion
and explore the area to discover a couple of vases high up in an opening near
the NW corner. Break them to hear a door opening. Now go through the crawlspace
in the N wall, pick up the shotgun shells
and find the open door; shoot a last jackal,
pick up the flares and advance to
finish the level.
LEVEL 19 - THE LOST CITY OF EGYPT (first
time)
Shoot the scorpions,
pick up the crossbow arrows and the small medipack and
continue W to a junction. If you're not interested about secrets, jump to (*) several
paragraphs below ("The Lost City of Egypt - second time")
Detour for missing secrets: notice that you can choose
several paths here, leading to different levels. What I did first was to return
to level 17 by taking the right hand passage (S) jumping to...
LEVEL 17 - UNDERGROUND DESERT (second
time)
Shoot the scorpion
and continue W to the outside "hub" area. Go through the W opening
and use the rope again to cross the sandy pit with spikes; once at the other
side continue N to find a closed door at the end of the corridor, but there's a
passage to your left leading to a teleporter; use it
to jump back to...
LEVEL 16 - INSIDE THE OCTAHEDRON (third
time)
Take a hairpin turn to your left and use the nearby teleporter to jump back to...
LEVEL 17 - UNDERGROUND DESERT (third
time)
This time you'll appear in the large starting area
with two wall switches; directly run to the very SE corner and find a hole in
the floor (thanks to TombTitan), climb down the
ladder and time the circular blade to get SECRET
#37: a large medipack,
2 X crossbow arrows and the crossbow.
If you took the detour in the spiked pit next to the
place where you got the stone key near the end of this level (see
"Underground Desert - first time") the door in the corner should be
open, and you can get SECRET #38: the
SHOTGUN and 3 X shotgun shells.
All the tasks in this level are done, so go back up to
the large starting area with two wall switches, this time use only the one near
the NE corner to repeat the timed run, later on use the rope to go back to the
outside "hub" area and continue E to the exit door leading you back
to...
LEVEL 19 - THE LOST CITY OF EGYPT
(second time)
(*) This time go straight ahead (N) in the first
junction and to a second junction where you'll shoot more scorpions, go left (E) and right (N) to find
the village area. After the flyby shoot a bunch of jackals.
The hut next to the entrance has revolver ammo,
and if you go a bit E you can climb to the roofs from a small sandy mound and
jumping from roof to roof to the N side you can find SECRET #39: a small medipack and 3 X crossbow
arrows.
You can explore the remaining huts if you want to get flares, a small
medipack and 2 X shotgun shells, but the important task here is
go inside the hut in the very NE corner and drop into the hole to find a bat and a floor lever to open one of the doors
of the E palace. So go outside and to the entrance of the palace to find the
open door.
Once inside, go up the staircase, shoot some bats and notice the symbols over the big
buttons. if you explore this area you can find 6 closed doors; there are six
possible combinations with the buttons too so it seems obvious, but don't touch
the buttons yet and go to the E area to find a wall switch behind the pillar in
NE corner, pull it to open the other door in the entrance of the palace and go
back there.
At the end of the path shoot two jackals and find flares
in one of the huts; drop into the hole in the other hut to find some symbols in
the wall you can write down, use the binoculars with light to see a row of
symbols you can annotate too. You can even crawl and cross to the other side
(from the right) to the room where the row of symbols are,
but I found nothing there. Go all the way back inside the palace to the room
with three buttons. I'll call the buttons, from left to right, 1, 2 and 3.
Use the 1-2-3 combination and the E door opens. Shoot
some scorpions and pick up crossbow ammo in the NE corner, now go through
the SE passage to find a similar area with another scorpion
and a closed door. In this area you can climb a lower block near the W wall to
go up to the upper parts of the cliffs and once you hoist up you'll soon see a
wall switch N to open the door you saw moments ago.
Detour for a secret: don't pull the switch yet, but
from the ledge with the switch jump back to the previous ledge and from here
take a standing jump N to a flatter part of the next rock near the corner;
hoist up, approach to the N side all that you can and take another standing
jump N with a left curve so you slide and grab the edge, shimmy right to
another flatter part of the rock near the corner, hoist up and take another
standing jump NW to the corner in the next rock; from here a last standing jump
to grab the edge of the W rock, shimmy right and around the corner and find a
part of the rock where you can hoist up and get SECRET
#40: a large medipack
and 2 X crossbow arrows. Drop to
ground floor and go back to the ledge with the timed switch.
Pull it and quickly drop down and run to the SE corner
with the timed door, shoot the bats
and climb the block so you can jump to a higher ledge with another wall switch
to open the exit door. Pull it and shoot the scorpion
on your way back to the palace.
Now if I use one of
the remaining combinations (except the 3-2-1 to open the W door and place the
hourglasses), all the doors will keep closed and I got stuck forever. So I used the 3-2-1 combination to open the W door.
Nothing to do there until you get the 4 items you need but it seems that this
reset the 3 buttons puzzle so I went back to the buttons and used the 1-3-2
combination to open one of the SW doors. Pick up the flares and go inside.
Don't worry about the breakable tiles,
they will all break when you pick up the 1st HOURGLASS
so pull the wall switch to open the exit door and use the monkeyswing
timing the fires to go back to the main room.
This time you can use the 3-1-2 combination and one of
the SE doors will open; pick up the crossbow
arrows and go inside. Climb up the ladder at the end of the corridor
and in the next room pick up the shotgun shells
and shoot a scorpion; climb the
ladder near the corner and use the reach-in switches in the W wall to get uzi clips. Now you can jump from ledge to ledge
all around the room timing all the traps until you eventually reach a high
ledge in the S wall with a reach-in switch to open the door in the ledge with
the rolling ball. Go back down to the central ledge and time the ball to enter
into the next room and get the 2nd HOURGLASS;
shoot some bats, pull the switch to
open the exit door and go all the way back to the main room.
This time use the 2-1-3 combination and the last door
in SE corner should be open; go through the corridor and time the slicer dicer
to climb the N blocks and go up to the top, pick up the crossbow arrows and jump down to the S side,
shoot the bats, pull the reach-in
switch to open the exit door, pick up the 3rd HOURGLASS
and go back to the main room.
This time I was tempted to use the last combination
(2-3-1) to open the last door but it never worked and I got stuck forever. Then
I thought about using the 3-2-1 combination to reset the puzzle and later using
that last combination (2-3-1) to open the last door but it still never worked
and I got stuck forever again. So after get that 3rd hourglass I checked
several combinations until I remembered that the 1-2-3 I used before to open
the E door, and this time it opened the last door, left in the SW corner.
Anyway go there and at the end of the corridor save
your game before the hall with many rolling balls. Notice the patterned tile to
your right (timed) and drop, run over that tile and time the next ball to run
without stopping through the S opening; another ball trap is there so continue
running and towards the left or right passages, time the spikes and finally go
through the timed door in time at the other side timing the final circular
blades on your way. Shoot the bats,
pick up the 4th HOURGLASS and pull
the wall switch to open the exit door. Now make your way to go back to the main
room avoiding all the traps again.
Once in the main room, check the door in the W wall
just in case it's still open (yes, in my case); if not, you can always press
the 3-2-1 combination to open it or, any of the other combinations. Anyway once
inside the W room place the hourglasses in the statues to open the door, in the
next room shoot some bats and get the
first EYE PIECE. Nothing
more to do here so go out of this palace and take a NW direction to the small
village. Near the very NW corner of the village you'll find a passage in
the N rocky wall giving you access to...
LEVEL 20 - THE HIDDEN VALLEY (first
time)
Advance E to a large outside area where you will shoot
a horde of scorpions. From now on,
I'll call this place the "main room". Near the receptacle for the
cartouche in the SE corner there is an opening, go through it to find another
outside area where you'll find a couple of jackals.
Pick up the crossbow arrows inside
the N hut and outside in the SE corner too; go inside the SE hut to find a
closed trapdoor; step on it and drop to a lower passage. Beware of the dart
trap and in the next underground area shoot some bats
and pick up the uzi clips in the N niche; pull the floor lever to
raise a trapdoor somewhere, shoot another bat
and go back to the previous outside area; shoot another jackal there.
Now go through the NE passage to a large area with a
lake and numerous ledges, shoot a scorpion
and pick up a small medipack.
Jump only onto the safe ledges to reach the wall switch in the NW corner,
picking up the flares on your way;
the trapdoor you raised with the floor lever moments ago is near the NE corner so
jump back there and finally pick up the HOURGLASS
(1/4). Go back to the main room the way you came.
Now go through the passage in the NE corner and shoot
a jackal, go right at the junction
and again right at the next junction. In the next room with the big central
pillar shoot some scorpions and pick
up crossbow ammo near the N wall and
in the SW opening.
In the SE opening there is an orange tile with a
symbol and a wall switch; pull it to get a secret later. Now go through the NW
opening and notice another tile with the same symbol. So in the room with
numerous orange tiles jump only onto the tiles with the "eye" symbol
and pull the switch to open a door in the previous room, E opening. Go there
and notice the closed trapdoor, run up the ramp and finally jump to the central
structure, pull the switch (notice another closed trapdoor) and safety drop to
ground floor.
The open door is in the NW opening, go there and pull
another switch; when you return to the central room you hear a dangerous music.
Perhaps you already noticed the orange tiles with the eye symbol, one of them
near the room with the last switch you pulled and the other one in the small
room with the wall switch in the SE corner. Also perhaps you noticed the small
crawlspaces in the N and SW rooms. After you hear the music, several small
scorpions will appear from these small crawlspaces and they will try to reach
the orange tiles; the same as in the original TR4 game, in that case you'll be
doomed and Lara will burn. So when the music starts, quickly situate Lara near
the W side of the fat central pillar, draw a weapon (better the shotgun if you
got it in a previous secret) and be very attentive to the N and S sides to kill
all the small scorpions appearing from that rooms. Once you see that no more
scorpions appear, you are safe and you can calmly go through the E opening up
the ramp as you did before to the top of the central structure, jump into the
water hole and swim to the room with the HOURGLASS
(2/4), pull the UW lever in SW corner to open the trapdoor in W opening and go
out of the water.
Shoot a last scorpion,
exit this room and continue straight ahead (E) in the first junction, shoot a jackal, pick up the revolver ammo and look for a wall switch to open a trapdoor
somewhere. Go back to the junction and go right (S), continue to the next
junction and do the same: continue straight ahead (E). In this new area locate
the open trapdoor near the SE corner and drop into the hole. In the lava room
take a running jump W to the rocky bridge and shoot a bat.
Detour for a secret: take a running jump NW to the
next ledge, drop/grab the edge and shimmy left and around the corner; from the
next ledge take a running jump to the crawlspace and go inside to get SECRET # 41: grenade
ammo and 2 X shotgun ammo
after going down the ladder. Now take a running jump S-SE to the slope attached
to the wall and a couple of jumps will take you to the ledge at the bottom of
the ladder.
If you didn't take the secret route, from the rocky
bridge simply take a running jump to the S ladder and climb down. From the
bottom of the ladder take a couple of jumps to the ledge with the switch. Pull
this switch to see a trapdoor opening somewhere and go all the way back to the
main room the way you came (backflip with a twist
from the S ladder to grab the edge of the rocky bridge). Shoot another jackal there.
Now cross the valley directly to the other side where
you started this level a long time ago, cross the SW arch and turn left to see
the trapdoor you opened over the deep pit. Cross the pit and pick up the crossbow arrows in the N opening, continue W
to...
LEVEL 21 - THE LAVA RIVER (first time)
Advance through the caves and shoot a jackal, pick up crossbow
arrows on the small block to your left and notice the deep pit with
the open trapdoor to your right; continue N, shoot some scorpions and go left at the junction, find crossbow arrows and a wall switch a bit
further near the NE corner. Now go W and climb up the ladder, from the top jump
from ledge to ledge around the room shooting some bats
until you find another switch in a niche just above the junction; pull it and
safety drop to the sandy floor. From the junction take the right hand passage
this time (NW), pick up the shotgun shells
and the small medipack
and look for a crawlspace in the W wall under the rocks; pull the switch at the
other side to raise a third trapdoor and go all the way back to the deep pit
near the start of this level.
Cross the pit and at the end of the caves area you'll
find a couple of jackals and a huge
outside area with the lava river. If you didn't get the secret shotgun before
you can go N, but you'll be back there later so I went S to the ledge with the shotgun shells. From the nearby corner you can
climb the higher ledges, reach the end of the world and run over the upper
parts of the cliffs to the final area with the mechanical doors. This is a
secret path for adventurous players to an easter egg
with Osvaldo's game credits on the wall of a
building, and a picture elsewhere. You can also use this area as a legal
shortcut to any outside area in the level. Explore all what you want but I'll
try to explain here only the path I took.
Jump onto the small ledges over the lava and take a
running jump NW to the N river bank, climb the N ledge and advance a bit N to
pick up shotgun shells and go back to
the corner, now go W to the very end, drop/grab the edge and shimmy right and
around the corner so you can hoist up, continue W until you spot a large medipack in
the opposite river bank, take a long running jump there to pick it up and climb
the nearby rocky bridge, cross it and from its E side take a running jump N-NE
to the sandy ledge in the corner; look for an opening there to get SECRET #42: grenade
ammo and the GRENADE GUN
itself.
Continue jumping ledges to the W until you find a big
area with electric arches. Look for a wall switch near the NW corner to open a
door somewhere. Go back the way you came to the ledge where the large medipack was, climb the rocky bridge again and advance S to
find the open door near the corner. Time the spikes and shoot the vase in the
corner to get shotgun shells, pull
all the reach-in switches to turn off the fire under the floor lever in the
large area and get 2 X crossbow arrows.
Go back to the large area with 3 mechanical doors the way you came.
Pull the floor lever to open the doors; in the W one
there is a small medipack;
in the S one there is a spiked floor but some marked tiles in the ceiling, walk
from tile to tile to the reach-in switch in the E wall: first S, next E, next
N, next E and finally S, even if all the tiles in the ceiling are not marked;
go back to the entrance the way you came and go to the N open door to shoot
some bats and find the open trapdoor.
In the next room take a standing jump to the triangular flat tile to your left
and another jump to the niche with the wall switch: a trapdoor raises
somewhere. This trapdoor is in a passage near the birth of the river, in the
place where you entered in the river area time ago.
As you did before, go back to the ledge where the
large medipack was, climb the rocky bridge and cross
to the E bank of the river, continue S to the corner and E to the next corner;
don't shimmy this time, but some meters before the corner face S and take a
running jump to the corner at the other side of the river; continue S to find
an opening, go through the crawlspace to find another area to explore.
Run down the ramp and climb down the ladder to the
bottom of the pit, shoot several scorpions
and climb the blocks in the W wall to reach the ledge with the floor lever,
pull it to open the door in the NE corner and go inside. Shoot two jackals and pick up the uzi
clips, the crossbow arrows,
pull the lever and pick up more uzi clips; on your way back shoot one more jackal and climb again to the ledge with the
floor lever. Now jump to the raised trapdoor and to the high ledge with the
closed N door (you can grab the crack and shimmy right too).
Go through the opening in the corner, time the fire
emitter, shoot the jackal, shoot the
vase to get flares and pull the wall
switch to open the last door you saw; pull the switch a second time to see a
door opening somewhere. Go to the first door and in the next room blast the mummy if you want and pick up the HOURGLASS (3/4). Go back to the lava river the
way you came here shooting some bats on your way.
Take a running jump to the N river bank, go left to
the corner and this time you are forced to shimmy left to the next corner,
advance E to the next corner and turn right (N), continue to the end of the
ledge where you'll find the door you opened if you pulled the switch twice near
the room with the last hourglass. Climb down the long ladders and advance
through the dark passage to...
LEVEL 18 - THE PRISON OF THE CONDEMNED
(second time)
Pick up your PISTOLS
in the dark cave; the nearby door opens and you can pick up the CARTOUCHE PIECE 2. Go back to the previous
level the way you came.
LEVEL 21 - THE LAVA RIVER (second time)
Turn left and go S to the first corner,
use the small ledges on the lava to cross to the E side where it all started a
long time ago. This time go N towards the birth of the river, pick up the SHOTGUN and the flares
if you didn't do it before and take a running jump to the trapdoor in the dark
passage to cross to the other side of the pit, shoot a bat and finally pick up the HOURGLASS (4/4). Go back outside and run S and
E to the caves area, use the trapdoors to cross the pit again and continue SE
back to...
LEVEL 20 - THE HIDDEN VALLEY (second
time)
Return to the large outside area I called "the
main room" and now that you have all 4 hourglasses go to the E opening
with the burning torches; inside, shoot some bats,
pick up the shotgun shells and place
the hourglasses to open the door and pick up the 2nd EYE PIECE.
If you pulled the switches in the pool area with the
currents and in the area with the killer scorpions, a block should be lowered
here to get SECRET #43: the UZIS, a large medipack, uzi
clips and crossbow ammo.
Go back outside to the main room and now it's time to
leave this valley so, run directly SW towards the big arch, cross it and
continue SW to the small opening returning this way to...
LEVEL 19 - THE LOST CITY OF EGYPT (third
time)
From the small village go all the way to the very S
side and left to the SW passage, continue always to
the left ignoring the opening to your right until you eventually jump to...
LEVEL 22 - THE GREAT OBELISK (first
time)
Combine the eye pieces to get the EYE OF HORUS and open the big gate. After the
flyby go around the obelisk and take the N passage, shoot the scorpions and in the room with the deep pit
take a running jump to the W balcony, shoot the bat
and pull the switch to change the position of two trapdoors outside. Jump back
to the entrance ledge and take a running jump NE to the blocks attached to the
E wall, from there drop down to the bridge below and to the W opening; pull the
wall switch to open a trapdoor somewhere.
Go back to the E side of the bridge and take a running
jump N to the raised trapdoor, a standing jump to the N slope, slide/grab the
edge and shimmy all the way to your left and around the corners to find a niche
with a switch; pull it and go back to the rocky bridge the way you came. Now go
to the W side of the bridge and jump onto the blocks in SW corner, E to the raised
trapdoor and further E to the opening. Shoot the bat
and run down the ramp, go left at the junction and pull the switch after the
circular blades to open a door at the top of the pit. Go back to the junction
and up to the rocky bridge the way you came.
Now go to the E side of the bridge and climb the
blocks to the highest bridge, pick up the small medipack, go W and jump again to the W balcony
to re-use the switch and raise the N trapdoor, go outside, jump to the bridge,
to the N trapdoor and to the N ledge near the corner, pick up the crossbow ammo and crawl to find a wall switch
to pull and see a door opening at the bottom of the pit.
For a secret: pull this switch a second time.
Now go back to the highest bridge the way you came,
jump to the W balcony and re-use the same switch again to raise the trapdoor
next to the S wall. From this balcony you can safety drop down to the bridge
below and, as you did before, jump onto the blocks in the SW corner, E to the
raised trapdoor and further E to the opening. Shoot the bat and run down the ramp; this
time go right at the junction, down the ramp and down the ladder to the
bottom of the pit; shoot a couple of jackals.
Detour for a secret: if you pulled a second time the
wall switch at the very top of this room after the crawlspace, the door in the
SW corner should be open; go inside to get SECRET
#44: crossbow arrows, shotgun shells and the uzis; pull the wall switch to open the
exit door.
Exit and go N to pick up crossbow
arrows,
continue N and climb the block in NW corner to pull a switch and raise a
trapdoor at the top of this room. You know what to do now: go all the way back
up to the highest bridge the way you came, to its N side and jump to the raised
trapdoor to pull a switch and open a door at the very bottom of this room so,
go back down the same way to the very bottom.
The open doors are in the N wall so, go inside, shoot
a jackal and finally pick up the CARTOUCHE PIECE 1. No more tasks to do here so
make your way to go back up to the highest bridge, jump to the W balcony and
from here to the entrance of this room; continue back to the main outside area
with the big obelisk.
Remember that you pulled a wall switch in the W
opening of the low bridge to trigger a trapdoor; go to the W passage in this
outside area to find it. Jump into the water and swim always to your left when
possible to find a large medipack
and a room where you can take a breath. From here swim S to the very end
ignoring all the passages left and right to find grenade
ammo; swim back to the room with the air hole. Now swim S and take
the first to your left; then swim always to your right when possible (you'll
find a hole in the ceiling with a closed trapdoor) until you find an UW lever,
pull it and swim always to your right when possible to find the open trapdoor.
Pull the wall switch and jump into the water, again
swim always to your right when possible to find the next open trapdoor. Pull
the switch and this time swim always to your left to find the next open
trapdoor. Pull a final switch and from the UW lever swim always in a SE
direction to eventually find an UW mirror room; notice the hole in the ceiling
and swim up to finally find a new room with the STONE
KEY. Go back to the area with the big obelisk the way you came (swim
left at the junction).
Still one more key to open the door in the obelisk so
go through the S passage and return to...
LEVEL 19 - THE LOST CITY OF EGYPT
(fourth time)
Run directly E to the small village and again through the
small passage in the far N wall between the huts to get back to...
LEVEL 20 - THE HIDDEN VALLEY (third
time)
When reaching the outside area run NE to the
"main room" and look for the receptacle in the SE corner, combine the
cartouche pieces to form the BA CARTOUCHE
and use it to open the door; shoot the scorpion
in the corridor and pick up the STONE KEY
at the end of the corridor. Go back to the main area, run directly SW towards
the big arch, cross it and continue SW to the small opening returning this way
to...
LEVEL 19 - THE LOST CITY OF EGYPT (fifth
time)
From the small village go all the way to the very S
side and left to the SW passage, continue always to
the left ignoring the opening to your right until you eventually jump to...
LEVEL 22 - THE GREAT OBELISK (second
time)
Use the keys in the E side of the obelisk to open the
door and once inside shoot the scorpions
and pick up the crossbow arrows, pull
the switch in the W corridor and climb the blocks in the NE corner to find the
timed door. Shoot the bat, jump to
the S window sill to pick up the shotgun shells
if you want and climb up the ladder timing the fire emitter, notice the switch
over the fire in the window sill and continue. Shoot a bat, time the circular blades, ignore the next
ladder and pull the timed wall switch at the end of the corridor.
Quickly run back to the window sill and pull the
switch before the fire starts again. This switch opens a trapdoor at the top of
that second ladder so go back there and climb up to the top. At the end of the
ramp you can pick up the RA CARTOUCHE;
when going down the ramp you'll notice that a block has lowered in the corner
opening a way to a corridor with a teleporter (the
blue niche, the yellow one is only to return). Going inside you'll be
teleported to...
LEVEL 14 - THE UNDERGROUND (third time)
Shoot one of the vases to get the crossbow and use the reach-in switch in the W
corridor to open the trapdoor at the top of the ladder; climb it and exit N to
a familiar room. To the E you'll find the floating islands area so, exit W and
go right at the junction, climb the blocks to return to...
LEVEL 13 - THE SAND CHAMBER (second
time)
Climb up the ladder to find yourself near the area
where you took the exit of this level a very long time ago; now go to your
right (S) to the room with the receptacle for the cartouche and pick up the revolver ammo and the shotgun shells if you didn't do it before,
place the cartouche to lower blocks in the S and W walls.
[NOTE]: I think if you didn't find the second secret in this
level and pulled the switch there (see “Level 13 - The Sand Chamber - first
time”), only the S block should lower and you should miss the 5 bonus levels
(23, 24, 25, 26 & 27). In that case you should skip the next pages of this
walkthrough and directly jump to “LEVEL 28 - THE THREE TEST ROOM” section. [End
note]
If you go through the S corridor, the level jumps to
"The Three Test Room" level and there's no way back anymore; and if
you go through the W corridor, the level jumps to "The Great Obelisk"
level with a different way to reach the "The Three Test Room" level
by playing several extra levels in between. So I chose this last option and
jumped to...
LEVEL 22 - THE GREAT OBELISK (third
time)
Pull the floor lever to see the nearby doors opening.
Unfortunately you can't get access to those doors from this place so go back to
the teleporter and to...
LEVEL 13 - THE SAND CHAMBER (third time)
Again in the room with the receptacle, ignore the S
passage for now and go N to the room with black pillars and E through the
opening with the mechanical door to...
LEVEL 14 - THE UNDERGROUND (fourth time)
Take the first opening you
find to your left and in the room with big arches go left (S) to the room with
the open floor trapdoor, down the ladder and to the teleporter
back to...
LEVEL 22 - THE GREAT OBELISK (fourth
time)
Go down to the bottom of the obelisk avoiding all the
traps the same way you came up and once in the outside area go directly E to
find the doors you've opened moments ago; shoot the jackal,
pick up the small medipack
and slide down the ramp to...
LEVEL 23 - THE SECONDARY ENTRANCE (first
time)
Walk to the end of the hall and slide down the rocky
wall backwards, grab the edge at the end and shimmy all the way left to the
very SW corner where you can hoist up, take a running jump to the N ledge and jump
N to the ledge with the opening. At the end of that small corridor jump E with
a right curve so you slide backwards, grab the edge and shimmy left and around
the corner, hoist up, advance, climb up the ladder, go inside the crawlspace
and pick up the flares at the end.
From the opening overlooking the deep pit take a running jump E to the stone
bridge, from its S side jump to the W ledge and continue to find an
Egyptian-like room.
Safety drop to the floor below (or use the ladder) and shoot the scorpions; the vase in the SE corner contains
a small medipack.
Pull the floor lever in the NE corner to open a door in the floor above, climb
up the ladder in the opposite corner and look for that open door near the NW
corner. In the new room shoot a couple of scorpions,
crawl under the dart trap and pull the floor lever to open double doors in the
previous room. Go back there and drop down to the floor.
Jump into the water and locate an UW lever near the
entrance (E wall), pull it and swim all around to the E side of this room,
locate the UW opening, take a deep breath and swim in there to find an open
trapdoor, continue swimming and at the very end of the UW passage pull a lever
to see a camera shot of a closed door; quickly swim back to the previous room (pick
up the uzi clips if you were fast enough) to take a
breath.
Now locate an UW lever near the SE corner, pull it and
swim back to the entrance. Now jump from ledge to ledge (pick up the shotgun shells on your way) to find the open
door at the end of the path, run down the ramp and in the next room look for
spike-trapped tiles, pick up the shotgun shells
and the shotgun, pull the floor lever
to see a camera shot of a door opening and go back to the previous pool room.
Locate the open door near the SW corner; at the end of
the UW passage go out of the water and blast a mummy,
avoid the burning tiles and pick up the BA
CARTOUCHE; swim back to the pool room and go N back up the ramp to
the main room.
Use the cartouche to open the N doors and shoot a ninja (well, it seems that after all, these
places are still inhabited!); further on there is one more ninja to shoot and 2 X shotgun ammo under the vases; the earthquake
will alert more ninjas so dispose of
them and pick up the large medipack
and the crossbow ammo they drop.
Once the calm is restored drop down to the area with
the jeeps, shoot one more ninja and
notice the closed doors with receptacles for two hands in N wall; in the S wall
there's an opening with a ninja and
there are also two openings in the W wall leading to another level and another
area so let's start with the right one first.
The purple waters seem to be deadly, but they aren't
dangerous; look all around the room for 4 tiles with a small black square in
the water canals and step onto them to get a secret later; there are uzi clips to pick up too. Now move the statue
onto the 3 marked tiles to open the first door in the E wall. Go into the
corridor where the statue was, pick up the flares
and shoot a ninja; climb down the
ladder, blast the mummy and in the
lava room time the fire emitters to cross to the other side and pull the floor
lever; go back to the previous room the same way and the second door in the E
wall is now open.
Shoot the ninja, go there and in the next room pick up the BA CARTOUCHE. If you stepped onto the 4 marked
tiles in the pool, the nearby door should be open to get SECRET #45: the grenade
gun, 2 X grenade ammo and
a large medipack.
Go back to the previous pool room and to the hub room with the jeeps shooting a
ninja on your way.
Now take the left passage in the W wall, slide down
the ramp and jump to...
LEVEL 24 - THE LABYRINTH OF DOORS
For a secret: quickly jump with a twist so Lara slides
backwards, grab the edge at the bottom of the slope and drop/grab the edge of
the crawlspace below. Go inside to get SECRET
#46: the REVOLVER, revolver ammo and a large medipack. Drop into the
small pool below.
Climb a couple of steps in the E side and look for a
different tile with a circle to step on and open the high W doors. Go up there
to find a similar room but this time with several fires on the steps. Very
slowly, walk onto the corners of the tiles with the fires to open doors in the
N side of the previous room and release a couple of ninjas
too. If you see that the doors don't open even if you step onto all 5 fire
tiles, try by reloading the game from the starting room and don't save until
you hear the music and the baddies are released.
The next room is similar, this time there is a floor
lever you need to pull to open the N doors in the room with 5 fires; go back
there to find another similar room. Pull the floor lever to open the gates in
the E wall and create a shortcut to the room with the last floor lever; nothing
to do in that room yet so pull this floor lever a second time to close the
doors and go up S back to the room with the 5 fires to see that the W doors are
now open.
In this new room with many vases most of them contain scorpions, one of them a small medipack and
two of them TORCHES. Pick up the
torch in the highest step and light it in the room with 5 fires. Now go back to
the starting room (the room with the small pool at the bottom) and N to the
room with the first floor lever. Look for three tiles with a green circle you
can light with your torch. Nothing happens in this area, but go
back to the starting room, to the room with 5 fires and N to the room with the
second floor lever: the trapdoor at the bottom of the pit is now open so climb
down and pick up the BA CARTOUCHE.
Go back to the starting room and use it in the
receptacle to see a trapdoor opening; perhaps you already noticed that closed
trapdoor in a corridor you found in the room with the first floor lever (N) so
go back there, down a couple of steps and find the corridor in the NW corner.
In the next room pick up the crossbow ammo and take the NW corridor to find
a new pool room (a ninja will attack
from your back). Jump into the water and pick up the shotgun ammo, swim through the NW opening, shoot the scorpions in the dark room and climb the pole
rope. Shoot more scorpions in the
next room, pull the floor lever to open the door and continue to a junction
with some steps, go right first to pick up the uzi ammo,
up the stairs and left to avoid the spiked ball; blast the mummy and pull the lever to release a rope in
the pool room. Go back there the way you came and shoot a black ninja who will drop grenade ammo.
Climb up the E ladder to the ledge in front of the
entrance of this room and jump to grab the rope, turn right and swing to the S
ledge with the open door; at the end of the corridor (notice the ladder and the
closed trapdoor; a secret for later) take the E passage first to find a mirror
room. Pick up the invisible shotgun shells
and the small medipack
you can see in the mirror, and notice that all the fires are in the same
positions in both sides except the fire near the SW corner; you can safety step
onto that tile to open the door near the entrance, go there and pull the floor
lever to open a door in a room you've already visited.
Go back to the previous room and this time go through
the corridor with the fire emitters near the vases (just sprint when the fires
are off), pull the lever to see another door opening
in the same room and go back to the pool room the way you came.
Use the E ladder again to reach the starting ledge and
grab the rope; this time swing to the N ledge with the floor lever and pull it
to open the W door; back to the ladder, to the rope and swing to the W ledge.
Use the long monkeyswing to cross the pit timing the
fires, time the last fire emitter and sprint in the room with the rolling
spiked balls, turn left at the junction, climb the pole and continue through
the corridors until you find a floor lever. Pull it and in the previous room
the entrance is closed but an opening appeared in the opposite wall; blast the mummies in the next room and pull the floor
lever to see a third door opening in the same room; go back to the room with
the scarab tiles in the walls, pull the lever again to open the exit and go
back to the room with the rolling spiked balls.
Don't go to that room yet but this time take the dark
E passage, sprint down the ramp and jump in the last moment over the hole to
avoid the spiked ball, pull the floor lever to apply some changes somewhere and
go up the hole in the ceiling to pull another lever and open the exit door in
the room with the rolling spiked balls. Go all the way back there but still
don't go in the room with the balls. Climb the pole again and see that the room
above has changed, climb the ladder, time the circular blades and pull the
floor lever to see all the doors are open in the room with the movable statues.
Now it's time to go all the way back there so go back to the room with the
pole, to the room with the balls, use the long monkeyswing,
shoot a ninja in the pool room and
pick up the flares he drops. Climb
the E ladder and exit E to the room you saw in the flybys.
Move the statues to the center of the room and notice
that they are facing towards all 4 cardinal points, but it is not clear on
which tiles the statues must be placed. The solution is:
- N statue > SW tile.
- S statue > NW tile.
- E statue > NE tile.
- W statue > SE tile.
Once all 4 statues are
correctly placed, a camera will show double doors opening somewhere. Exit
through the SE passage and in the stepped room with the first floor lever shoot
a ninja. The open doors are in the
room with 5 fires, S wall, so go back there and find a similar stepped room
with an item on a pedestal near the S wall.
Detour for a secret: in this last room with the Hand
on the pedestal look for a tile with a green circle near the NW corner. If you
don't remember where you left the torch go to the room with many vases (W) and
look for another torch down on one of the S steps. To bring up the torch
situate Lara facing the high step against the wall, jump and when she is in the
highest position, press the "1" key so she draws the pistols and
releases the torch on the ledge above; climb and repeat the same maneuver the
times you need to bring up the torch to the upper step.
Now light the torch in the room with 5 fires and go S
to the final room, light the marked tile to see a trapdoor opening, go back to
the room with the first floor lever (from the room with 5 fires, E to the
starting room and N to the room with the floor lever), go back to the room with
4 statues, to the pool room and jump to grab the rope. This time the S door is
closed so, turn left and swing to the N ledge with the lever, use it to open
the S door, go back to the rope and swing there. Continue S and turn left at
the end of the corridor to find the ladder and the open trapdoor; climb and get
SECRET #47: shotgun ammo, the uzis and 2 X uzi
clips. Go all the way back to the final room with the pedestal the
way you came.
With or without secret, approach to the S side of the
room and pick up the first HAND OF SIRIUS
from the pedestal; the door in the E wall will open, so go there to finish the
level.
LEVEL 23 - THE SECONDARY ENTRANCE
(second time)
Swim back to the main room and shoot two ninjas, continue N through the passage next to
the receptacle for the cartouche back to the room with the jeeps. Still one
more hand to open the door below so take a running jump to the bridge and use
the cartouche to open the door in the W wall. (If you do not have a cartouche
in your inventory, perhaps you used it in the "Labyrinth of Doors"
level without getting the other cartouche there; or perhaps you still have not
visited the right hand passage in the W wall in the room with the jeeps. In
that case, revisit the walkthrough for those levels). Enter and slide down the
ramp to...
LEVEL 25 - FIRE TRAP
Shoot the scorpions
and pick up the flares one of the
vases hides, take the W passage and run up the ramp a bit to trigger several
spiked balls; when the danger is gone go up again and through the corridor to a
room with a small pool. Shoot the vases to get crossbow
ammo and look up to discover a niche with another vase in the S
wall, shoot it with crossbow + sight to open a door in the lightened W side
with the scarab wall tiles.
Continue up the ramp, jump over the fire trap and pick
up the shotgun shells when you're on
the higher ledges of the pool room; light a flare and look for an opening in
the ceiling in the E side, climb the ladder and pull the switch to open
trapdoors somewhere. Go all the way back to the starting room, shoot a ninja and this time take the E passage, pick
up the crossbow arrows and climb the
ladder to reach the higher ledges of the starting room, pull the switch to open
the door below.
For a secret: don't go to the open door yet, take
again the W passage to the ramp with the spiked balls, light a flare and look
for a crawlspace high up in the ceiling opening where the balls came from, go
inside and when you can stand up run like fool to the end of the corridor
(corkscrews are coming down from the ceiling) to get SECRET #48: a large medipack, flares
and crossbow arrows; quickly run back
to the crawlspace and go back to the starting room.
At the end of the corridor a lot of ninjas will attack, once the calm is restored
go through the only free opening (W), down the ramp and shoot another ninja on your way down, shoot the vases to get
uzi clips, time the circular blades and beware of
the scorpions. In the next room shoot
a vase to get grenade ammo, the doors
will open and you'll need to deal with a demigod;
in the room where it was pick up the crossbow
arrows and pull the crowbar lever in the small pool to open nearby
double doors.
Back in the previous room run straight ahead and fight
with two more demigods, pick up the large medipack and
the flares, and pull both levers to
open a door in a room you've already visited. Take the long way back to that
room (long corridor up the ramp) and continue S (notice that there's still a
closed door here).
It seems that you finally found the fire trap; jump
from ledge to ledge timing the fire emitters W, S and E to the ledge near the
very SE corner, pick up the shotgun shells
and pull the switch to turn off a fire somewhere. Jump back W and N but turn
right at the "junction" and continue jumping W to find another wall
switch in the big yellow pillar; pull it and go back to the entrance ledge.
Now jump directly to the S ledges and around the S
pillar to find the tile with the fire off, jump there and to the ledge near the
W wall to find another wall switch.
Go back to the entrance and back to the ledge with the
penultimate switch you used (W), continue jumping to the SW corner (notice the
wall switch protected by the fire emitter) and jumping N only onto the ledges
you can use and timing the fire emitters (notice the closed door near the corner)
until you reach another ledge attached to the W wall. Use this switch to turn
off the fire protecting the switch in the SW corner, go all around back there
and pull this last switch to open the door near the NW corner; go there and
finally pick up the HAND OF ORION.
Save before you pick it up because the real "fire
trap" comes now: corkscrews coming down from the ceiling in the entire
lava room, so you'll need to be very fast jumping and trying to land onto the
appropriate edges or corners of the tiles to take the next jump without making
adjustments or you'll never succeed. Anyway you know you can save in any place
if you consider you have done things in time.
Once you've done it, go back to the "hub"
room shooting a ninja on your way and
notice that the E door is now open; go inside and advance to...
LEVEL 23 - THE SECONDARY ENTRANCE (third
time)
The same as before, swim back to the main room and
shoot two ninjas, continue N through
the passage next to the receptacle for the cartouche back to the room with the
jeeps. Now that you already have two hands, drop down and use them to open the
N door, enter and you'll be teleported to...
LEVEL 26 - THE GARDEN OF SETH
Shoot the small seat in the SW corner to get grenade ammo. Now take the W passage to find a
door you can open with your crowbar; continue to the top of the ramp to pry the
first BLACK SCARAB. At the end of the
corridor slide down the ramp and jump in the last moment to save some time,
quickly walk and climb the block at the end to avoid being toasted; pick up the
shotgun shells, continue and pull a
jumpswitch to open a trapdoor in the main room. Jump to the next safe ledges to
go back to the entrance; the ramp was transformed and there are flat ledges now
so you can go back to the main room.
Climb up the E ladder and blast a skeleton, take a running jump to pull the
jumpswitch in the S pillar and open an UW door somewhere. Now jump into the NE
pool and open the UW door, ignore the flares
and at the end of the UW passage find the door you opened moments ago; continue
swimming and ignore the small medipack too, take the N opening when you find a
junction and pull the UW lever at the end to open a trapdoor, go back to the
junction and take the W opening this time to find the open trapdoor and take a
breath.
Approach to the S side of this empty room, face N and
look up to see a high ledge you can reach by jumping; pry the second BLACK SCARAB above, continue and sprint down
the ramp to avoid the first rolling ball, pull the reach-in switch to open a
door in the main room and beware of the second rolling ball when you go back up
the ramp; return to the main room the way you came and this time you'll have
enough time to pick up the goodies you ignored earlier in the UW passage.
Go out of the pool and shoot a harpy, climb up the E ladder again and find
the open door at the end of the bridge (N side). Time the scissors and run down
the ramp to a room with a small pool, blast the skeleton,
search the sarcophagus to get grenade ammo,
one of the reach-in switches to get crossbow
arrows and the other one to open a door in the previous room
releasing a demigod.
Preparing for a
secret: jump into the small pool and pull the UW lever to open a door
somewhere.
Back in the previous room dispatch the demigod and go
inside the room he was to get the third BLACK
SCARAB (left side, the other one is a trap) and go back to the main
room the way you came.
Shoot the harpy
and take the W passage at the other side of the bridge, time the spikes in the
corridor and blast the skeleton in
the next room; there are two beetles to pick up but only the BLACK SCARAB in the SE corner is useful. Pull
the jumpswitch on the NE pillar to open the W door, go there and shoot the
seats first to get a small medipack
and when you pick up the KEY a horde
of small beetles appear so quickly
pull the jumpswitch in the corner next to the fat column to open the exit
trapdoor (timed) go back to the previous room and notice that the E door is now
open, and run down the ramp to find the open trapdoor and drop into the hole
before the trapdoor closes.
You can take a breath here and explore the UW maze to
find a door you can open with your hands, an UW lever to pull (opens the exit
trapdoor further on) and, if you pulled the lever in the room with the
sarcophagus, get SECRET #49: 2 X shotgun shells, a large
medipack and crossbow
arrows. Exit this maze and swim back to the main room.
Blast a couple of skeletons
and this time take the E passage to the room with the black pyramid, blast
another skeleton and shoot the seat
to get shotgun shells, place all 4
scarabs in the pyramid to finally get the MECHANICAL
BEETLE. Go back to the main room and take the NE passage. Combine
the items to get the MECHANICAL BEETLE WITH KEY
and use it in the proper tile to deactivate the spikes in the corridor.
In the next room blast a skeleton
and pull the jumpswitch in the corner; continue N to blast even another skeleton and find receptacles for more
artifacts.
To finish the level it's not important where you use
the beetle now, but if you want to get the second secret in this level, use the
mechanical beetle in the W corridor. In the next room shoot a demigod and look for a couple of jumpswitches to pull, one of them above the seat on the
right (this one will release a skeleton)
and the other one near the NE corner. The seat on the left contains shotgun ammo.
For a secret: use the mechanical beetle in either of
the scarab tiles to raise a block in the room with the receptacles, go back
there, climb the block and the ladder to get SECRET
#50: flares, 2 X uzi clips and 3 X crossbow
ammo. Go back to the previous room.
Jump into the N pool and swim through the N opening,
continue swimming N (open door), pick up the small
medipack and look for a hole in the
ceiling near the NW corner; pull the wall switch first to open a trapdoor
somewhere and pick up the first PHAROS KNOT.
Quickly jump into the water to get rid of the beetles,
swim back to the room with the UW open door and right to the opening in the NE
corner.
In the next dry room shoot a harpy and pull the jumpswitch to open a nearby
door; shoot another harpy, go S and
take a hairpin turn to the right to find the open door and in the next room
pick up the second PHAROS KNOT.
Quickly go back to the room with the receptacles the way you came (via the UW
passage), use the artifacts to open the door and slide down the ramp to finish
the level.
LEVEL 27 - THE TOMB OF THE GUARDIAN
Cross over the breakable tiles and a couple of ninjas will appear in the corridor. You have
two options to jump to the next level: the short route (1) or the long route
(2). The long route involves getting the secrets in this level so, it's your
choice.
1.- The short route.
Kill the ninjas
before one of them goes to the next room to close a door. In the next room
you'll need to fight with a bunch of ninjas.
There is a vase near the entrance of this room with a small medipack. Pick
up the flares one of the ninjas
dropped and if you killed the white ninjas in the starting corridor the door on
the left in the E wall should be open and the door on the right should be
closed. Go through the left hand passage to a lava room.
Jump from ledge to ledge to the very NE corner and
pull the wall switch, go back to the entrance and this time jump from ledge to
ledge in a S direction to find another wall switch
attached to the S wall, behind the fat pillar. Pick up the shotgun shells, pull the switch and go back to
the entrance. Now you can jump to the E ledges and to the ledge with the closed
door, time the fire emitter in the corner to jump there and pull the last wall
switch and jump back to the ledge with the open door (you are safe in the very
SE corner of that tile with the switch if you need more time).
In the next room there is a pedestal with a GOLDEN SKULL; when you pick it up the S door
opens and when you slide down the ramp the level changes to "The Three
Test Room" level.
2.- The long route.
Don't kill the ninjas
in the corridor after the breakable tiles and go to the next room to trigger
and fight with a bunch of ninjas.
There is a vase near the entrance of this room with a small medipack. Pick up the flares one of the ninjas dropped and if you
didn't kill the white ninjas in the starting corridor the door on the left in
the E wall should be closed and the door on the right should be open. Go
through the right hand passage to a corridor with a junction; ignore the
corridor to your right and continue to a very large room.
The vase near the closed door in the NE corner
contains uzi clips and another vase over the colored ledge
hides the shotgun. Pull the crowbar
lever near the N wall to raise one of the trapdoors in the W wall; this will
alert a ninja who will drop shotgun shells. There is an opening near the
NW corner leading to a small room with shotgun
shells and a water hole. Jump into the water and pick up the small medipack at
the end; in the room with the crossbow ammo
look for a couple of levers to pull, one of them near the floor and another one
near the ceiling, swim back to the main room, shoot the ninja and locate the open door straight ahead
in the S wall.
At the end of the path take a running jump to the E
ledge and climb up the ladder, advance (notice the closed door to your right)
and in the room with the demigod move
the statue onto the patterned tile to raise the second trapdoor in the main
room. Back in the main room you can reach the central bridge now, pull the
floor lever to open the door you saw in the corridor going to the room with the
movable statue moments ago, so go back there and continue to a room with
several switches and a closed door.
Quickly pull all four wall switches to open the door
(corkscrews are coming down from the ceiling) and slide down the ramp, shoot
the scorpion, pick up the large medipack and
slide down the next ramp to a small room with the first EYE PIECE; when you pick it up the door will
open and you'll find yourself back in the main room fighting with a black ninja.
Go back up to the bridge as you did before and this
time cross it to the very E end, continue through the corridor timing the
circular blades until you find a stretch with breakable tiles.
For a secret: stop just over the 4th tile and drop
into the pit onto a part without spikes, go inside the crawlspace to get SECRET #51: flares,
shotgun shells, crossbow ammo and revolver
ammo. Pull the wall switch and climb the ladder to find yourself in the room at the other side of the spiked pit.
Anyway pick up the second EYE
PIECE in the next room and the exit door will open so you can go
back to the main room. Combine both pieces to get the EYE OF HORUS and use it to open the octagonal
door near the entrance of the main room, shoot a couple of ninjas and jump back and forth with curves
onto the slopes to cross to the other side of the spiked pit; the door should
be open here, continue, shoot a scorpion
and the next door automatically opens. In the next room there is a pedestal
with a GOLDEN SKULL; when you pick it
up the S door opens and when you slide down the ramp the level finishes.
For a secret: once you get the second eye piece and
went back to the main room notice a scarab texture tile in the pillar next to
the exit (NE pillar); if you patiently wait in that area, a lot of ninjas will appear one after another so you'll
need to kill one, wait for the next, kill him, wait for the next, and so on...
After you've killed two dozens of ninjas or so, eventually a black ninja will appear and he will activate
something in the scarab tile, at that moment the remaining doors in the E, N
and W walls will open releasing three demigods;
once they are dead look for the HAND OF ORION
one of them dropped, go to the W lair of one of the demigods to find a
receptacle for the hand and get SECRET #52:
large and small medipacks,
the uzis, uzi clips and grenade
ammo. Pick up all items before the corkscrew touches the pedestal
and pull the wall switch to open the exit door behind the big octagonal door.
Now you can go to the octagonal door and use the eye
to open it; jump back and forth with curves onto the slopes to cross to the
other side of the spiked pit; if you pulled the switch in the secret room the
door should be open here, continue, shoot a scorpion
and the next door automatically opens. In the next room there is a pedestal
with a GOLDEN SKULL; when you pick it
up the S door opens and when you slide down the ramp the level changes to...
LEVEL 28 - THE THREE TEST ROOM
Advance through the dark corridor and light a flare to
discover a crawlspace near the floor, go inside and pull the switch to open a
door in the next room. Go there, shoot two bats
and the vase in SE corner to get uzi ammo; continue
to find a room with three wall switches, shoot the scorpions
and the vases to pick up flares.
Forget the wall switches for now and step onto the
three tiles with black small squares to open the trapdoor in the ceiling, climb
up the ladder, time the circular blades and pull the wall switch to open a
trapdoor in the room with the receptacles, go back there, drop into the hole,
shoot a jackal on your way down and
pull the floor lever to open the door (immediately jump back to avoid the
spiked ball).
In the corridor with the patterned tiles don't stay
much time over them or you'll be doomed, but sprint fast to safety cross to the
other side. Shoot the jackal and pull
both chains, pick up the revolver ammo
under the vase and shoot another jackal
on your way back to the room with three switches.
From left to right, pull the 1st and the 2nd switches
to open the E door (down-down-up); continue and in the room with the fiery
floor light a flare or/and use the binoculars with light to locate the
invisible ledges; jump to the SE corner first to pick up the crossbow ammo and use the crowbar switch
(shoot the bats on your way).
Detour for a secret: notice the nearby opening in E
wall, and from the very NW corner of this ledge take a running jump of faith in
a N-NW direction to land onto a really invisible ledge
in front of the opening; you can't see it even with a flare in hand. Jump to
the E opening to get SECRET #53: a large medipack, grenade ammo and 2 X uzi ammo. Jump back to the ledge with the
crowbar lever.
Now go all around the room in an anticlockwise
direction to the ledge with the open door in the N wall, run up the ramp, time
the circular blades and in the sandy room pull the switch to raise the level of
the floor, avoid the spikes the best you can using medipacks
when needed and pull the floor lever to open the door in the SW corner of the
fiery room. Slide down the ramps and go there using the invisible ledges as you
did before, pick up the CARTOUCHE PIECE 1
and go back to the room with 3 switches. First test passed.
This time pull the 1st and the 3rd switches to open
the N door (from left to right: down-up-down), advance and in the next room
shoot two jackals, go through the N
opening and slide down the ramp, jump just before the first trapdoor so you can
continue running and jumping without stopping and continue all the way running
and jumping (no need to sprint) avoiding the fire emitters, the rolling ball
and the spikes, turn right at the junction in the spiked corridor and continue
running and jumping until you reach the safe room with the CARTOUCHE PIECE 2.
For a secret: if you pulled the second chain in the
room with two chains protected with fire emitters in the floor tiles, the door
in the spiked passage should be open so you can turn left at the junction,
running over breakable tiles and finally get SECRET
#54: uzi clips, flares,
revolver ammo and a small medipack.
There is a corridor communicating this place with the room of the cartouche
piece.
When you pick up the cartouche piece a trapdoor opens so
you can go back to the hub room with three switches. Second test passed.
Now pull the 2nd and the 3rd switches to open the S
door (from left to right: up-down-down). In the room with many patterned tiles
it's similar to the corridor with the same texture tiles you crossed before
doing the first test: don't stay much time over them or you will die. So run to
the small safe ledge attached to the S wall so you can climb to the higher
ledges, pick up the uzi ammo from the first vase and now run and jump
without stop jumping from ledge to ledge in a clockwise direction until you
reach the safe ledge with the wall switch on the W wall; pull it to open the
door in the E wall and go there to find a room with more deadly tiles and 3
wall switches in the corners. The gray elevated ledges are safe, but
unfortunately you can't touch them after you pull one or more switches or the
door will never open. So you know what to do, best start by pulling the switch
in the NW corner, next the switch in the NE corner and finally the switch in
the SW corner; when the door is open go there using again the dangerous path
and pull the switch to cause an earthquake.
Now you can use the gray ledges to safety return to
the first room and see the changes: all the tiles are safe now, but beware of
the falling debris. Pull the switch on the W wall to open the S door and go
there to pick up the RA CARTOUCHE. Go
back to the hub room with three switches the way you came. Third test passed.
Go W to the room with the receptacles and combine the
cartouche pieces to form the BA CARTOUCHE;
use the cartouches to open the door and advance to the next level.
LEVEL 29 - THE SANCTUARY OF THE AMULET
Time the circular blades and in the first room shoot
the vases to get a small medipack
and step on the patterned tile to open the door. Shoot the jackal and in the next room (main room with 5
receptacles for the keys) pull the switch in the SE black pillars to hear a
door opening; continue through the S opening and take the first corridor to
your right, up the ramps to find yourself on a ledge overlooking the main room.
Jump diagonally near the corners to reach the next ledges and finally pull a
floor lever next to the W wall. Safety drop to the
floor and take again the S opening, this time to the very end to find a small
"hub" room with 5 possible routes.
I started dropping through the hole in the floor with
the open trapdoor. In the big room with the lonely pedestal don't touch the
gray square, but go all around over the external brown square to the S wall,
start from the tile next to the marked tile in the wall with the animal and
advance 2 tiles to the inner brown square, then go all around stepping only onto
the brown tiles to the N side of the square, when you are in front of the
marked tile in the wall with the animal, turn around and advance S to get the
1st KEY STONE. Go back to the hub
room.
Detour for a secret: don't go back to the hub room
yet, but walking next to the walls go to the very NE corner of this room; from
the tile in the corner, advance 3 tiles to the S and turn left (facing W), run
against the gray tile to be teleported to a small room with SECRET #55: 3 X shotgun
shells; run straight ahead to be teleported back to the niche in the
corridor.
Now climb the ladder to find many pedestals with keys;
of course you can't pick up all of them, so carefully look to the symbols above
the pedestals and notice that there is only one symbol that is not repeated;
pick up the 2nd KEY STONE under that
symbol (N wall NE corner).
Detour for a secret: go through the "eye"
symbol near the SE corner (phantom wall) to get SECRET
#56: 3 X grenade ammo.
Safety drop to the floor.
W corridor: in the lava room with sloped pillars jump
to grab the edge of the first one and shimmy to the very right, time the fire
emitter in the next pillar, hoist up and jump to the pillar with the fire,
another jump with a right curve to land onto the S slope, quickly jump to grab
the edge of the next pillar and shimmy left; time the next fire emitter, hoist
up, jump to the pillar with the fire and immediately jump with a left curve to
grab the edge of the next pillar, shimmy to the very left, hoist up, slide and
jump with a left curve to land onto the S slope, finally jump with grab in last
moment to land into the ledge with the floor lever.
Pull the lever and take running jumps to the N
trapdoors to go back to the entrance. Again, jump to grab the edge of the first
pillar, time the fire emitter in the next pillar, hoist up and jump to the
pillar with the fire, another jump to land onto the N slope of the next pillar,
jump again to the next one (N) and a last jump to the opening with the open
door. Run down the ramps, grab the pole rope and slide to the very bottom
timing the fire emitter.
At the very bottom of this lava room take some jumps
onto several slopes to finally land on a flat ledge with a wall switch, pull it
and take a long running jump to grab the edge of the S slope attached to the
wall, hoist up and some more jumps will take you to the opening in the S wall,
go inside and pick up the 3rd KEY STONE.
A door will open giving you access to a long corridor with fire emitters which
will take you back to the room with the pole rope.
Detour for a secret: grab the pole and go down again,
repeat the same jumps as before to get to the ledge with the switch, pull it
again to change the configuration of the slopes in the lava, take a running
jump SW over the top of the double-slope and a couple of jumps will take you to
the W opening with the open door; inside get SECRET
#57: 2 X revolver ammo;
time the fire emitter, shoot the scorpion
and go back to the pole rope.
Climb the pole to the top timing the fire emitter/s
and when you reach the top of the room a couple of trapdoors will raise so you
can jump to the entrance and go back to the hub room.
E corridor: in the pool room jump into the water, swim
to your left, pick up the shotgun shells
at the end and look for an UW lever near the corner to raise a trapdoor in the
N side of the room; swim there and jump to the solid block near the corner. In
the next room the water is deadly so jump from ledge to ledge to the back of
the room, pick up the shotgun shells
and pull the lever to raise another trapdoor in the S side of the previous
room. Shoot the bat, go back there
and from the ledge with the large medipack take a long running jump to the
trapdoor and another jump to the solid ledge near the corner.
Run up the ramp and jump to the roof with the vases
(one of the vases contains uzi ammo), shoot some bats
and pull the lever to see an UW door opening.
Detour for a secret: from the tile between the vases
use the crossbow + sight to shoot a vase you can see in an opening in the
ceiling, jump into the water and the door in the ledge where the large medipack was is now open, go inside to blast a mummy and get SECRET
#58: 3 X crossbow arrows.
Jump into the water and locate the UW opening with the
opening in the S side of the central building; once inside, surface and shoot a
couple of scorpions, pick up the 4th STONE KEY and go back to the hub room the way
you came.
S corridor: shoot the vases to get flares and climb the ladder next to the W
wall, take a backflip with twist to grab the S
ladder, climb and jump back to a flat ledge. Jump to grab the E ladder, and
shimmy left and around two corners. Take a backflip
with a twist (from the bottom) to grab the E ladder; climb and jump back to a
flat ledge.
Shoot a bat
and pull the wall switch on the N side of the central pillar to get a secret
later (1/3). Pick up the flares,
climb the ladder in the NW corner and jump back to the ledge above, cross the
bridge (*) and go through the W opening to another room with a deep pit, take a
running jump to grab the ladder and climb up to the very top. If you want to
get the next secret, take a backflip with twist to
grab the edge of a niche in the N wall, pull the switch (2/3) and take a
running jump back to the ladder. Shimmy left and around the corner, climb
almost to the top and take another backflip with a
twist to grab the W ladder, climb up and pull the lever in the corridor to open
a trapdoor somewhere. Go back to the room with the bridge (*) the way you came
(jump back with twist and grab from the last ladder to land into the N opening
with the corridor).
Drop onto the ledge where the flares were and climb
the S ladder with the open trapdoor, jump back from the top and take a running
jump to the N ledge, pull the switch on the E wall (3/3) to get a secret later
and jump to the S opening to pick up the fifth STONE
KEY. Make your way to go down to the very bottom of the room (not
difficult at all).
If you pulled the three switches on your way up, the
trapdoor in E wall should be open, drop into the hole to get SECRET #59: a small
medipack, 2 X large
medipacks and 3 X uzi
clips.
Go back to the hub room and N to the main room with
the receptacles; place the 5 keys to raise the grates and get, at last, the AMULET OF HORUS. An earthquake starts (with
rock debris closing all previous passages to the rest of the level) and the E
mechanical door will open so you can exit the level.
LEVEL 30 - THE CHAMBER OF SETH
Light a flare and look for a movable block in the W
wall, pull it twice and pull the switch to open the door in the S wall; go
there and find Seth.
[NOTE]: From this point, probably Seth
will continuously attack Lara till the final flyby (near the end of the level),
but it could happen (as in my case) that Seth gets stuck somewhere or even
disappears at some point in the game. Anyway you must try to do the tasks
quickly avoiding the attacks in every moment the best you can, using medipacks when necessary. [End note]
Jump to the central platform and to the ledge attached
to the S wall, climb up the ladder and pull the reach-in switch to stop a fire
emitter somewhere. Go back down to the central platform and through the E
passage; one of the vases contains shotgun
shells, one of the reach-in switches opens a door somewhere and the
other one hides the shotgun.
Go back to the central platform and this
time take the W passage; the open door is at the end of the corridor.
Cross the bridge and pull the reach-in switch near the NW corner, continue
through the N passage (there are shotgun shells
in a reach-in switch if you go through the narrow N corridors) and up the ramp
to a switch which will open the door to get access to the higher ledges of the
main room. Pull the reach-in switch in the S wall to raise a trapdoor
somewhere, now make your way to go back down to the central platform and drop
from the E bridge to the trapdoor below in the pit; pull the switch to open a
door high up in the higher ledges where you pulled the last reach-in switch.
So jump to the small ledge attached to the E wall,
take a running jump W-NW to grab the edge of the ledge, go to the W side of
this ledge, jump to the S block, climb to the central platform and go all the
way back there as you did before to find the open door in the corridor near the
NW corner.
Detour for a secret: before you go up to the higher
ledges, when standing on the central platform approach to the S edge, turn
around and drop/grab the edge and drop/grab the edge of the crawlspace below,
go inside and get SECRET #60: large and small medipacks
and flares. Use the teleporter to go back to the central platform.
In the next room there is a closed door, but you can
continue E to find the floor lever to open it; further on you'll find yourself
on a ledge even higher up in this main room, pull the floor lever next to the W
wall and continue N, go left at the junction to find a room with several floor
levers. One of the vases contains shotgun ammo.
If you go S you'll find a room with a wall switch you
can pull to, temporarily (one minute or so), close the entrance door and lock
Seth there so you can pull the floor levers more calmly; once you pull the
switch and Seth is trapped in that room, you can exit through a hole in the NW
corner and go back to the room with the golden pillars, pull all four levers to
open the door, pull another four levers in the next room to open the next door
and finally pull the reach-in switch to open the door near the junction.
So roll, sprint directly W to find the open door and
continue to the next level of the main room and even higher to the very top
finding shotgun shells and three
floor levers protected by flames. In the room with the W lever there is a
corridor so you can go up to the very top of this main room and pull another
lever to turn off the fires in the rooms below; now you can pull all three
levers and watch the flyby to see the exit door opening. (I think Seth vanishes
during the flyby).
Unfortunately you'll be teleported to a room next to
the central platform at the very bottom of this main room. I'm sorry to say
this but yes; it's what you're thinking: you'll need to take all the long way
back up to the top of this room as you did before, but this time avoiding fires
and falling debris on your way. Once you are back up next to the highest floor
lever, advance E to...
LEVEL 31 - ESCAPE FROM THE TEMPLE
Avoid the fires, climb the wall in front of you and
cross the corridor with the breakable tiles. At the end and, when you step in
the "safe" corridor, quickly jump back and grab the edge of the pit
to avoid the rolling spiked ball. Continue and take a running jump to go across
the next pit; once you hoist up quickly sprint up the ramp and through an
opening to your right to avoid the next ball; there is no rest here because two
more rolling balls are ready to smash you, quickly run up the ramp and climb up
the ladder (you can save when hoisting up if you want), don't stop and run up
the next ramp, jump to grab the timed trapdoors, shimmy left fast to the very
end, roll and quickly take a running jump to the opening in the corner; still
don't stop, run, run and run avoiding all fire and spike traps until you reach
a room where you can save your game.
Not a real rest here too; move yourself fast to pull
the floor levers near the E, S and W walls (in that order) to open the door in
SW corner; quickly go through to avoid burning and continue running to avoid
all the spike traps and timed trapdoors until you find a "safe"
corridor. Not so safe at all because a rolling ball will fall to greet you, so
still not a rest! Continue running and jumping, running and jumping, running
and jumping avoiding all the spikes and fire traps until you eventually reach
the end of this troubled level.
LEVEL 32 - THE VALLEY OF THE DESERT
(first time)
Start by fighting with a lot of ninjas as a nice welcome; two of them will drop
shotgun shells. There is a passage in
the SW corner leading to a dark crawlspace with SECRET
#61: shotgun ammo, a large medipack and revolver ammo. Shoot a ninja when you go back outside. Go to the
opposite NE area with the palm tree and more ninjas
will appear in this starting area; one of them will drop more shotgun shells.
Continue through the NE canyon to find a closed door
protected by a ninja, pick up the small medipack when
he's dead; continue S to find one more ninja
and pick up his flares; further on
(S) another ninja will appear near
the junction, take the W passage and right (S) to a large outside area with a
deep pit and tall pillars. Jump to the NE corner to find uzi ammo,
in the ledge near the W wall there is grenade
ammo, jump to the passage in the SE corner and find a button to open
a door somewhere.
Detour for a secret: light a flare and climb down the
ladder, time the spikes and a bit further there is an opening to your right
with another button, press it to get a secret later and continue to find the
daylight; you are now at the bottom of the pit with tall pillars you crossed
moments ago, shoot the scorpions and
explore the N side of this area to find SECRET #62:
large and small medipacks
and flares. Go back up to the S side
of the pit the way you came.
This time go through the big S opening to find the
door you opened with the first button, in the next room there is a closed door
and one of the vases hides a small medipack; continue E and run down the ramps to
avoid the rolling ball, pull the wall switch to open the door in the previous
room and go back there to finally find the OLD
KEY. Go back outside and cross the pit to the N side.
Detour for a secret: advance N and when you reach the
junction with the golden statue attached to the wall on your left, take the N
passage, shoot the scorpion, go
inside the crawlspace and shoot the vase to get SECRET
#63: grenade ammo, uzi clips and shotgun
shells. Go back outside.
From the crossing with the palm tree turn left (S) to
find a small pit with a couple of crocs,
use the monkeyswing to cross to the other side and
advance always next to the walls to your right until you eventually find
another similar area where you'll shoot a couple of scorpions.
At the end of the crawlspace, after timing the steam emitter, you'll find a
small maze with a scorpion, a dart
trap, uzi clips and a wall switch to open a far door.
Detour for a secret: pull a second time that wall
switch to see the same door closing; don't worry about that, shoot a scorpion and go outside to the nearby area
with the scorpion in the small pit,
look for an open door in the S wall to get SECRET
#64: the Sun Disk, a small medipack, 3 X shotgun shells and crossbow
arrows. Go back outside, shoot a ninja
and back to the crawlspace to use the wall switch for a third time to see that
door opening again.
Go back the way you came to the crossing with the palm
tree shooting a ninja on your way and
continue straight ahead N to find the door you opened moments ago near the
corner, go inside to jump to...
LEVEL 33 - OLD TOMBS
In the room with the closed door notice the
receptacles for two keys, shoot the vases to get a small
medipack and go through the S opening.
Turn left at the junction and jump into the water hole, in the next room beware
of the crocodile and pull the UW
lever in the NW corner to open the S door. Don't go there yet, but swim through
the E opening to a room with an air hole in the ceiling where you can take a
breath; shoot the scorpions and pick
up the small medipack.
Notice the closed door for later.
Jump into the water, pull the UW lever near the NW
column and swim back to the previous room where you found the crocodile, look
for the open door in the SW corner; in the next room another croc will appear so swim fast E to find the
open doors (there's an air hole here too) to find another croc and locate the bigger air hole, surface,
shoot the scorpion and dispatch the
crocs. Press the button to open a door in the room with the small air hole and
swim there (one more croc is released, lure it to the big air hole).
In the room where the last croc came from look for a
small UW switch in the NE corner near the ceiling to open a trapdoor somewhere,
swim through the N opening, pick up the shotgun
shells from the pedestal and pull the UW lever over the entrance to
open a door in a room you've already visited; swim back to the small air hole
to take a breath, through the N opening to the room where you found the first
croc and through the E passage.
For a secret: in the floor there is the trapdoor you
opened moments ago with the ceiling switch, swim there to find SECRET #65: 2 X shotgun
ammo, the shotgun and flares.
Surface and find the open door in the SW corner, shoot
the croc in the corridor and finally
get the first STONE KEY. There are uzi clips under the vase. Go all the way back to
the room with the receptacles for the keys and shoot a ninja.
Go again through the S opening but this time turn
right at the junction, drop to the sandy room below and shoot the scorpions; continue E to a room with a deep
pit. Just jump into the pool below, shoot the scorpions
and the vases to get crossbow ammo,
pull the reach-in switch and climb the ladder timing the fire emitter; once up
pull the switch in the NE corner and the door near the pool opens. In the next
room pull all three reach-in switches to get uzi
clips and open the trapdoor in the second ladder, climb again the
first one and now the second one too, time the fire in the next reach-in switch
to open the third trapdoor and climb to the top of the room; press the button
to open the exit door and pull the reach-in switch to open a door in the sandy
room near the start; go there and shoot the scorpion,
time the scissors and finally get the second STONE
KEY. Go back to the room with the receptacles for the keys and shoot
a ninja.
Open the door with your keys and at the end of the
corridor turn around to shoot a ninja
at your back; just jump into the pool below and climb one of the ledges to
shoot the crocs; jump into the water
again, pick up the shotgun shells
near the SW pillar and open the N UW door. Swim N and in the next room better
lure the croc to the previous room
and kill it to avoid being disturbed, look for an UW ceiling switch just in
front of the statue next to the entrance, pull it to open the door near the NE
corner and swim there.
Locate the air hole in the ceiling so you can take a
breath and save the game; situate Lara facing SW and swim to the nearby corner
to find an UW lever near the ceiling; pull it to open a door in the main room
(for later) and swim back to the air hole. Continue swimming E to find an UW
lever behind the fat pillar (pick up the shotgun
shells in the N side of that pillar). This lever will open a ceiling
trapdoor in the room with the ceiling switch so swim back there and surface
(*).
Detour to prepare a secret for later: in the room with
the fat pillar there are shotgun shells in the N side and two columns attached
to the opposite wall (S wall); facing that S columns, look for a phantom wall
high up near the ceiling just in the SE corner. Swim through and at the end of
the UW passage you'll find a small air hole in the ceiling near a corner where
you can take a breath; pick up the flares,
the large medipack
and pull the lever to open a door somewhere and alert a ninja too. Take a
breath in the air hole and swim back to the room with the fat pillar.
Up to the ceiling hole with the open trapdoor (*)
shoot the scorpions and pick up the small medipack one
of the vases hides; pull the wall switch to raise the level of the waters in
the big room with tall pillars. Jump into the water hole and swim back there
(S).
Detour for a secret: look for an opening in the S
wall, after the bridge, with the black ninja
you saw in the camera shot, go inside and turn right at the crossing to find
the SECRET #66: the Talisman of the Sun and a vase with a large medipack, revolver ammo, grenade
ammo and uzi clips. Go back to the bridge outside.
Jump into the water and look for an UW ceiling switch
just under the central part of the bridge; pull it to open the door in the W
side of the bridge; go there and continue to a room with an artifact protected
by a fire where you'll shoot a ninja.
Shoot the vase to release a scorpion
but also create several electric rays over certain tiles; take note of those
tiles and jump only onto all five tiles to cross to the other side and turn off
the fire (don't forget any tile), pick up the GOLDEN
VRAEUS and go back to the room with the bridge the same way.
Now it's time to visit the passage behind the door you
opened some time ago in the UW area with many coffins; jump into the water and
locate it near the SW corner of the big room with tall pillars, shoot the crocs in the dry corridor and finally place
the vraeus to raise a trapdoor at the top of the main
room. Go back to the bridge, to its E end and through the opening in the SE
corner to go back to the upper bridge, take a running jump to grab the W raised
trapdoor and in the next room pry the first GOLDEN
STAR and a small medipack
if you break the vases. Your goal here is achieved, but if you want to get the
last secret in this level, read the next paragraphs. If you
are not interested in secrets, jump back to the upper bridge, exit E and run
through the corridors to the room with the receptacles for the stone keys.
For a secret: Remember that you left behind a closed door
at the bottom of the room with the deep pit and a small pool? That's our next
destination. Jump into the water and locate an UW lever on the E face of the NE
pillar. Save your game (it's a timed sequence) and pull it to open the door to
which I referred.
Quickly swim back to the bridge, to its E end and
through the opening in the SE corner (avoid the spikes) to go back to the upper
bridge as you did before, sprint N, exit this room and continue sprinting
through the corridors until you find the room with the receptacles for the
stone keys; run fast through the left opening (S) and turn right at the
junction, drop into the hole and from the sandy room exit E to the room with
the deep pit; don't stop but jump into the pool at the bottom, go out of the water
and run and jump without stopping into the opening with the (hopefully) open
door in W wall to finally get the SECRET #67:
a large medipack
and 2 X crossbow arrows. Pull the
switch down and back up to open the door and return to the top of the room and
to the starting room with the receptacles for the stone keys the same way as
before.
Once you are in the starting room, simply take the E
passage and run up the stairs back to...
LEVEL 32 - THE VALLEY OF THE DESERT
(second time)
Run directly W to the starting valley and this time
take the W wider passage to find the closed door and the keyhole to use the old
key you found in this level a long time ago; open the door and go inside to
jump to...
LEVEL 34 - THE SPRING WATER
Advance to an area with a closed door and crossbow arrows, shoot a ninja to get his small
medipack and continue SW to a pit with a
cascade. If you are not interested in secrets take a running jump over the pit,
shoot a scorpion and continue to a
large outside area with a big lake.
For a secret: jump into the pit and swim through the
passage to a junction; to your left there is a closed door, so go right and
some meters further on look for a niche to your left with an UW lever; pull it
and go back for air to the pit with the cascade. Swim again to the junction and
this time take the left branch because the door is open now; inside you'll find
SECRET #68: 2 X uzi
clips, a small medipack
and crossbow arrows; go back for air to the pit with the cascade. Swim
again to the junction, take the right branch and swim to the very end, pull the
lever to open the door and continue to surface in a big lake.
Go out of the water from the N side and shoot a scorpion, a ninja
and two crocs; go through the E
passage, shoot two scorpions and if
you got the secret 64 in “The Valley of the Desert” level and the secret 66 in
the “Old Tombs” level, you can combine the Sun Disk and the Talisman of the Sun
to get the SUN GODDESS and use it in
the pointed receptacle to open the door; inside you'll get the SECRET #69: 2 X shotgun
shells, 2 X grenade ammo,
2 X large medipack,
a small medipack
and a GOLDEN SKULL. Go outside and a
bunch of ninjas will attack; once the
calm is restored pick up the revolver ammo,
shotgun shells and crossbow arrows some of them dropped.
In the E side of the lake area shoot another ninja and jump into the lake; there is an UW
opening under the S cataract and at the end of the passage, and an UW door you
can open with your hands. Swim back to the lake to take a breath and back
through the same passage, pass the open door and continue until you find a
closed door to your left; a bit further there is an air hole in the ceiling so
you can take a breath and save your game.
Continue diving some meters, pick up the small medipack and
open the next door to find a big UW cave (return to the air hole all the times
you need it to replenish your lungs). Pull the UW lever in the N wall to open a
door in the next cave, pick up the uzi
clips under the lever and open the door in the E wall. In the next
UW cave there is an air hole in the NE corner, take a breath and swim through
the opening with the open door in the E wall to find flares and another of those golden doors to open. Return to
the air hole if you need it but in any case continue following the same route
until you find another UW cave with several closed doors; quickly pull the two
UW levers on the central rock (don't touch the lever in the S wall) to open the
door in the NE corner.
Swim fast and use a medipack
if needed and when you can surface follow the only possible path to find an
open door and a room with suspicious tiles on the floor. When you enter the
door will close and you must run fast to pull all four reach-in switches to
open the exit door before being impaled. In the next room press two buttons and
go back to the room with three UW levers.
Now pull the lever on the S wall and the higher one on
the central rock to open the door in the W wall and swim there to finally
surface in a room with many fires. You can shoot the vase in the SE corner and
time the fire emitter to get a large medipack if you want; in the W side of the room
shoot a couple of scorpions and time
the fire emitter on the pedestal to pick up the OLD
KEY. Go back to the cave with the three levers the way you came.
This time I think you have enough time to pick up the shotgun shells near the E wall and pull both
levers on the central rock to open the last door. Swim there and use the key to
open the trapdoor, climb up the ladder and pick up the CANOPIC JAR 2. Go back down and swim to the
room with the UW levers. Exit SW and to the big UW cave where you can take a
breath in the air hole in the NE corner.
Detour for a secret: swim directly to the S wall and a
bit W to the corner; find a hole in the ceiling with a small UW switch to pull
and swim back to the air hole to replenish your lungs. Exit W and in the next
cave through the SW opening, after the golden door look for the air hole to
take a rest. Continue and a bit further you'll see the open door and get the
last SECRET #70: flares, crossbow
ammo and uzi clips.
Anyway go back to the outside area with the big lake
and this time swim SE and continue to the very end where you'll find a closed
door in the high rocks and shotgun shells
near the N wall; explore the W wall to find an UW opening in the rocks and an
UW lever, pull it to open the nearby door (for later).
If you swim directly to the opposite side (E wall)
you'll find another opening, but I found nothing there.
Swim back to the main outside area with the big lake
and go out of the water in the E side, now take the same route as before (SE)
but this time on solid floor, jumping from ledge to ledge until you reach the
door you opened moments ago. Enter and shoot the scorpions;
and one of the vases to get uzi clips; one of the reach-in switches opens the
nearby door, another one opens a door somewhere in an outside area and the last
one has got crossbow ammo.
Go through the opening with the open door and in the
next room take a look to the ceiling to safely cross to the other side, timing
the fire emitters, use the central switch first, then the right one and finally
the left one to get the CANOPIC JAR 1.
Go outside and swim back to the big lake area the way you came (beware of the croc).
Take the N passage to go back to the first areas of
this level, shooting some ninjas on
your way, and find the open door near the starting area with the palm tree, go
inside the dark corridor and in the next area shoot a scorpion and notice the wall switches near the
entrance; they are timed and temporarily stop the fires under the monkeyswings in the N and S walls. So use those switches,
and the monkeyswings, to press the buttons over the
small ledges attached to the N and S walls to deactivate several flame
emitters; go back to the entrance.
Use again the timed switch near the NE corner and this
time swing to the very end and drop onto the far W ledge, use the canopic jars to open the door in the pit, drop down, shoot
the scorpions, pick up the crossbow ammo one of the vases contains and
finally get the second GOLDEN STAR.
Go back to the outside area shooting some ninjas
on your way and continue NE back to...
LEVEL 32 - THE VALLEY OF THE DESERT (third
time)
With two stars in your backpack you can take the S
passage to find the closed door with the receptacles. Kill a last ninja, open the door and advance to finish
this extraordinary adventure.
July - 27 - 2018.