NORDIC ADVENTURE

 

Levels by Feder

 

Walkthrough by Phil Lambeth (with the help of Doggett TV's video walks).

 

Note: Although there's a compass in this game, I found it difficult to read. The directions provided in this walkthrough assume that when you bring up the compass, E is always at the top, N is on the left, etc.

 

 

Level 1: RUINS

 

Click here for the video walk.

 

Stand jump forward to land on the ledge below and shoot two bats. Pick up the small medipack next to the skeleton and slide down to the canyon floor. Go through the opening, follow the passage past a window with metal bars and slide down to greet two wolves. Get on the ice mound, jump to the wall ledge and go around counterclockwise to jump on top of the column. Pull up to the higher ledge and continue around counterclockwise past a ledge with closed double doors to a plant-covered opening. Go in and drop down to a lower ledge for SECRET #1. Hang from this ledge and drop onto a breaktile row. Side flip twice and back flip once to safety. Continue to find shotgun ammo and a small medipack. At the end of the passage safety drop in front of a wall switch. Save your game for a timed run.

 

Pull down the switch to open the double doors you saw earlier. Reverse roll and run out to the canyon floor. Get on the ice mound to your right and repeat the route described in the previous paragraph. Get through the timed doors before they close. Step forward to face a broken bridge spanning a huge underground area. Walk to the right side of the bridge, hang from the edge and drop to grab a crack in the wall. Shimmy left until you can drop onto a corner ledge for a small medipack.

 

Face the wall, jump up past the crack and grab the opening. Pull up, walk forward a few steps and reverse roll to trigger a boulder. Run back to the opening and veer left as the boulder rolls by. Go back into the passage, pick up the shotgun ammo and return to the opening. Drop down to the ledge and take a running jump to the slope on the adjacent wall. Slide, grab and shimmy left to the next wall. Pull up and back flip to an ice ledge. Turn around and run off the other end onto a lower ice ledge. Take a running jump across the gap and grab the next ledge. Pull up, jump up to the next ledge (remember that you can't shimmy around corners in TR1) and continue around counterclockwise as the camera angle changes. At the end, stand jump and grab the higher ledge. Pull up, back flip, jump off the slope behind you and grab a still higher ledge.

 

Pull up, turn around and take a running jump across the gap to startle a bat. Face the end of the broken bridge below and take a running jump to land safely on its near corner. Turn left, run across the bridge into the cave and shoot a wolf. Pick up the nearby SHOTGUN and go back toward the bridge. Just inside the entrance look down to your right to see a trigger tile between the two columns. Stepping on it opens a timed door further on in the cave, so you may wish to locate it first. Run past the spot where you shot the wolf and found the shotgun, continue into the opening and short passage, look right when you get out into the open and see the timed door between two stone ramps. Once inside for SECRET #2, shoot a bat, pick up the ammo and step on the trigger tile to re-open the door.

 

Exit this room, turn right and go through the opening into a new area where a polar bear attacks. Run all the way across this large cave into a much smaller cave in the far wall. Get into the niche on your right and take a running jump onto the corner block for a large medipack. Return to the large cave, locate the twin columns and enter the opening opposite the columns where you see a wooden fence. There's a pushblock in the wall to your left. Push it three times to reveal a side passage and pull down the wall switch to open a door in the large cave. Go there, loop around left and find the opened doorway. Go inside toward the back room to activate a pendulum blade. Time your way past it, shoot two bats and pick up the shotgun ammo.

 

Go to the next room, turn right and darts will be activated. You can't crawl in TR1, so jump over or run past the darts, pausing for a small medipack in an alcove to your left. You'll emerge on a ledge overlooking a large underground area. Go around to your right, jump the gap and follow the wall ledge to a timed switch on the far wall. Pull it down and quickly run back the way you came, around to the wall ledge on the other side of this area (jump at an angle just past the second column) and past the timed door before it closes.

 

Climb the blocks ahead to an upper ledge, turn right and jump over an uneven area to a level section in front of a wall opening. A boulder is triggered, so turn left, hop back and grab the edge as the boulder rolls by. Pull back up and enter the passage. Hop up left at the end and slide down into a dark cave. A polar bear lumbers into view from around the central column. Pull down the wall switch to open a door in the large open area and exit this cave the way you came. From the boulder opening, turn left and take a running jump down to the ledge in front of the opened doorway.

 

Go on through, grab the magnum ammo from the skeleton and pull the pushblock onto the ledge, underneath a ceiling hole. Use the block to pull up into a passage. Follow to the end past a triangular opening and slide down to a wall switch. Pull it down to flood the valley floor. Go out onto the nearby ledge, hang from the end and drop down a long distance into the freshly created lake. Swim all the way across and pull out between two columns. Two polar bears immediately attack. Enter the passage near the S column, follow to the end, pull up left and look out into a canyon. Save your game in preparation for a run along breaktiles.

 

Stand jump to the first, stand jump to the second and continue with a running jump to the third, a stand jump to the fourth, a running jump to the fifth, a running jump to the sixth and finally a running jump to the safe ledge. Pull up ahead, turn left and face another breaktile gauntlet.   Take a running jump to the first, a stand jump to grab the second, pull up and back flip to a hidden opening. Turn around and enter the small cave for SECRET #3. Pick up the large medipack and uzi ammo, stand at the edge and jump down to the next breaktile.

 

Stand jump forward and grab the next, pull up, step forward and stand jump to the next one (a little higher up), continue with a running jump onto an icy ledge. Continue around to the end and find still more breaktiles. Take a running jump to the first, a stand jump to the second, a side flip left to the third, a stand jump forward and a running jump past the pendulum blade into a passage.

 

Follow around and climb up higher. When you step on the trigger tile a cut scene shows a door opening. Hop down, jump over the gap and pull up into the opening ahead. Stand jump onto a ramp, but don't enter the nearby opening. Instead, take a running jump onto the next ramp and shoot a bat. Continue in the same direction with a running jump, curving left to land inside an opening with a wall switch. Pull it down to open double doors down below.

 

Go back to the opening, stand at the left corner and take a running jump to the next ledge. A boulder is triggered, so quickly turn left and hop back to grab the edge as the boulder rolls by. Pull up and continue with a running jump to the next ledge. Shoot a bat and vault up for shotgun ammo. Hang from the edge over a slope, release and slide down to the valley floor. Find the opened double doors past the columns and go down to a room guarded by a polar bear.

 

The central floor ahead is covered with symbol tiles. Look at the ceiling to see which ones you need to step on (those five and no others, although you can step off the fourth tile onto the lower floor and go around to jump to the last tile). When you do so correctly, a door opens in the E wall. The surrounding trenches are empty, so enter and slide down to the next level.

 

Level 2: THE LOST SHIP

 

Click here for the video walk.

 

Save your game as Lara drops onto a slope and starts sliding. Jump off near the end to the next slope, jump with a slight left curve to a third slope so you can jump off that one facing forward, grab the ledge and pull up for SECRET #4 and a large medipack. Jump down into the water, swim W toward the opening and pause for shotgun ammo while attracting the attention of a crocodile. Turn right and swim N between the columns into the next area. Locate and pull the underwater lever on a column to your right (E) to open a gate in the N wall.

 

Swim on through and surface in the next room. Pull out onto a ledge, shoot two wolves and turn to deal with the crocodile that was pursuing you. Look up to see a number of raised platforms as well as a number of platforms that aren't raised. Face the bay of wall switches and pull down all three to raise some of the lowered platforms. What follows is not a timed exercise, so there's no need to hurry. Hop back, jump onto the ledge and continue with a running jump E to grab the nearest platform. Pull up, turn right and jump S onto the plant-covered ledge. Turn around and take a running jump SE onto the raised platform. Continue with a running jump SE into the alcove to find another wall switch. Pull it down and jump back down into the water.

 

Pull out and go to the bay of switches. Push the one on the right back up and jump to the E platform as before. Pull up, but this time jump left to the N ledge and continue with a running jump NW into the alcove to find another wall switch. Pull it down, stand at the edge of the alcove and jump back SE to the previous ledge. Get down to the ground and push the other two switches back up so that all three are now in the up position. This raises an essential platform, without lowering others, that enables you to get the pickups mentioned at the end of the next paragraph.

 

Get back up to the NW alcove as described above, and this time hop to the adjacent SW platform and continue with a running jump W to grab the higher platform. Pull up and run off NW into the alcove below for shotgun ammo. Jump back to grab the previous platform, pull up and take a running jump SW to grab the highest platform. Pull up, turn right and pull up W onto the ledge. Run forward and take the COG (1 of 5) from the raised slab. For some additional pickups (which should by rights be counted as a secret), take a running jump from the SE corner of the ledge into the SE alcove. Hop from there onto the bridge, go about halfway across and take a running jump to grab the E platform. Pull up, step forward and pull up higher for a small medipack and magnum ammo.

 

Get down to the raised platform and take a running jump W to grab the bridge. Pull up and take a running jump down onto the raised W platform. Drop from either side into the water below and swim W past the opened gate to an earlier area where the crocodile attacked. Swim across diagonally to your right and find another opening in the N wall. Follow the twists and turns a short distance until you emerge in an open area that faces the eponymous Lost Ship. There are lots of areas to explore here, both in and out of the water, but there's very little to do at the moment. One of the purposes of a walkthrough is to minimize wasted time, so I'll endeavor to provide that service here.

 

First, swim down to find a small medipack hidden in the seaweed next to the crates. Fill your lungs with air, then dive down and swim underneath the ship, head through the E opening and the gate ahead opens upon your approach (and promptly closes once you pass through). Swim into the ship's hold to find two rows of underwater levers. Pull down the second one on your left and the last one on your right, swim back toward the entrance and up past the opened trap door. Surface for air to find yourself in the company of three swimming rats.

 

Swim back down and locate the COG (2 of 5) near the back wall of this room. When you pick it up the exit gate re-opens, so go down and swim back to where you found the small medipack. Pull out W onto dry land and loop around right to the other side of the ship past an opening (for later, when you've collected all five cogs) to awaken two wolves. Enter the lower N opening and climb the block near a dark passage (also for later). Stand jump up to grab the next block and pull up into a higher passage. Follow around the corner and take a running jump to the deck of the ship.

 

For a secret, run straight across the deck to the other side, look down to find a green ledge and jump the gap to grab the slope in the stone wall directly above the ledge. Hang left and safety drop onto the ledge below, suffering a modest health loss. Turn around and take a running jump to grab the opening in the side of the ship. Pull up for SECRET #5 and grab the MAGNUMS inside before shooting a huge rat. Jump into the water below, swim W and pull out onto dry land once again. Loop around right and repeat the moves described in the preceding paragraph to again reach the ship's deck. 

 

This time turn right and make your way toward the front of the vessel, past the masts, a huge opening in the floor and beyond that a grated floor. On the right side of the raised structure is a flat spot you can jump to and pull up higher. Go down right to a slightly sloped surface where you'll find a large medipack and magnum ammo. Get back down to the deck and go past the first mast to that gaping hole in the floor. Drop down, head E and engage two rats. Go around to the SE opening that leads you down some stairs to a lower area.

 

Note the inaccessible wall switch as you enter and shoot a rat. As you go toward the E side of the room, four more rats emerge at once from different directions. Locate the pushblock against the E wall and move it under the wall switch. Pull it down to open a gate and go back upstairs to find the opened gate to your right. Shoot another rat and pull down another wall switch to move a small motorboat out in the water to your right. Exit this room, go to the NW corner of the previous room, find the pushblock and move it out of the way (against the stationary block behind you) to reveal a second pushblock. Pull that one back as well to provide access to a new area. Loop around left into a room with numerous floor holes.

 

Go to the hole in the back of the room, hang from the E edge while noting the spikes below, release and grab the opening, pull up into a short passage and shoot a rat. Pick up the COG (3 of 5) and go back to the spike pit. Stand jump W to grab the edge and pull up through the floor hole. Make your way carefully to the floor hole just to the left of the barrel against the E wall, jump down into the darkness and fall into some water for SECRET #6. Swim past a rat and go around to where you can pull out N for a small medipack and 2 x shotgun ammo after dealing with the rat. Swim across to the S side and pull out in front of a door that opens automatically, allowing access to a previously visited outdoor area beside the ship.

 

Enter the lower opening near the dead wolves and follow the dark passage you neglected earlier. Follow to a waterfall area and shoot a crocodile. Jump into the water to attract a second crocodile, pull out and shoot it. Swim over toward the boathouse, and just in front of it go down to your right to find a well-hidden opening in the seaweed near the smaller crate. Enter for SECRET #7 and pick up the uzi ammo at the end of the passage.

 

Surface for air and climb onto that motorboat you saw in the cut scene. Take a running jump to grab an opening in the boathouse and pull up inside. Check the nearby ledge to your right for magnum ammo and drop down to the floor where four wolves attack. Look for shotgun ammo near a NW corner table and go across to the E side of the room to find stairs leading up. Turn left at the top to find two wall switches, and save your game for a timed run (not very tight). Pull down the switch on the right, then the switch on the left, reverse roll and jump to the first of two raised platforms. Continue with a running jump to the second raised platform, followed by a stand jump to the far ledge. Pick up the COG (4 of 5) and shoot a rat.

 

Drop down to the floor, go W through the room with the multiple rats and up the stairs to find another rat. Go W to the jagged hole where you dropped down from the deck and pull up from a flat corner ledge. Go along the deck toward the front of the ship, turn left and get onto the railing near the grated floor. Take a running jump and grab the green ledge. Pull up and take a running jump NW down to the opening and hop over a spike pit. Follow around to another spike pit, jump over it and pull up onto a block ledge to your left. Hop NE to the adjacent ledge, face S and jump up to grab the opening. Pull up into an upper passage and follow to another room inside the ship.

 

Locate the S pushblock. Push it twice into the next room, get around it and pull it once to reveal an opening. Enter the passage and follow around to the end. Get on the slab next to the spikes and pull up E into an alcove. Reverse roll (as opposed to turning around) and take a running jump to grab the crack in the wall. Shimmy right and pull up into an alcove. Turn right and hop SE toward an opening beyond the darkness ahead. Stand at the edge and take a running jump to grab the wooden beam.

 

Pull up, run forward to the mast, take a running jump SE to land on the slope beyond it and jump off to land on the other side of the beam. Go to the far end and pick up the COG (5 of 5). Get back to the other side of the beam by jumping NW onto the slope on your right and jumping right off again. Go to the far end and look down to your right to find the water you now need to jump down to. Do that, swim W and pull out onto dry land.

 

Loop right around the ship as you've done before, and this time pull up into the upper N opening that you've put off until now.  Turn left at the abandoned campfire and follow the passage to a temple area. Shoot three wolves and climb the NW block opposite the temple steps. Jump to grab the ledge and pull up. Go forward and hop down to the lower ledge, turn left at the end and jump to grab the broken column. Pull up and jump to grab the next broken column, shimmy right and pull up into an alcove. Run forward, vault up higher, turn left and run along the ledge over the temple steps. Place all five Cogs on the vacant poles in the wall contraption, going from left to right, to open a gate just to your right.

 

Enter the passage and pull down the wall switch to open the temple doors down below. Exit, go to the other end of the ledge, run off left onto the ledge below and pick up the shotgun ammo. Safety drop to the floor and go through the opened temple doors to end the level.

 

Level 3: THOR'S HALL

 

Click here for the video walk.

 

 

The doors ahead open, so go on through to face a sunken city. Shoot two crocodiles in the water, jump in and swim straight down from the entrance ledge to find a hole with an underwater lever to pull (screen shot of a closed door). Swim W to the middle of the back wall and up to find a niche with another underwater lever (same screen shot). Surface for air and swim all the way across to the NE corner and down to find a third underwater lever near the floor that opens the door.

 

The opened door is SE at floor level underneath the entrance near the first underwater lever, so swim through and pull out in the next room. Shoot two lionesses and use one of the side slopes to back flip onto the roof of the central structure. Jump over to the S wall switch and pull it down. Two things happen: a block is released to drop into the water, and one of four door barriers moves aside.

 

Jump back into the water, swim back N to the larger area, swim straight across to find another underwater opening and follow the passage to the end. Surface and pull out into the room, shoot a lion and pick up the shotgun ammo and the magnum ammo. Pull down the wall switch to open the SW gate, find the nearby pushblock in the corner and move it in front of the opened gate. Jump back into the water and swim back S to the larger area. Surface once you get there and pull up onto the nearby ledge. Follow the N passage to a small medipack and continue to the pushblock.

 

Pull the pushblock once, go back and jump into the water, and swim back through the passage to pull out into the room where you shot the lion. Push the pushblock twice onto a trigger tile, and you're rewarded with a screen shot showing a second door barrier moving aside. Get back to the larger sunken area, using either the pushblock passage or by jumping back into the water hole, and pull out W in front of the temple.

 

Go to your left, pull up onto the block with the gargoyle statue and stand jump N to grab the higher ledge. Pull up and run forward to a pushblock. Pull it once and go back to drop down to the ground at the temple steps. Run forward into the area to your right, back flip onto the NW slope and jump off to grab the ledge. Pull up on the other side of the pushblock and push it once. Get on the left side and push it twice onto the trigger tile in the alcove to see a third door barrier moving aside.

 

Go back to the opening that overlooks the temple steps, hop SE to the adjacent ledge and jump W to grab the crack in the temple wall. Shimmy right until you can pull up in front of a wall switch that opens an underwater door somewhere. Hang from the crack once more and continue shimmying to the right until you can pull up in the corner near a large medipack around to your left. Safety drop to the temple steps and jump back into the water.

 

Swim into the W opening under the temple steps and follow the passage past the opened door into a flooded room with columns. Turn left and swim to the far NW corner for 2 x uzi ammo. Pick up the KEY on the central slab as a cut scene warns you of a timed exit door. Swim quickly back to the larger sunken area as the door closes behind you. Pull out W at the temple steps once more and shoot another crocodile that has materialized in the water. Look inside the temple to see the door with the barriers that need removing. Go SW past the gargoyle statue and hop down to a lower area beside the temple. Use the Key to open the door and go in to find that a pushblock is in your way.

 

Move the pushblock onto the trigger tile against the N wall to move aside the fourth and final door barrier and open the door you've been seeing in all these cut scenes. Go back around to the front of the temple, enter the foyer and do battle with an Atlantean centaur. Continue past the cut scene door into what appears to be a theater. A laser machine pours sporadic bursts of deadly energy in your path. First, go diagonally left to find a large medipack.

 

Locate the five trigger tiles in the "stage" area and play a game of chicken with the laser machine, jumping on each tile and quickly moving away before you get fried. When you've successfully stepped on all five, the W door opens, allowing you to proceed. Follow to an indoor swimming pool guarded by two crocodiles. Pick up the uzi ammo near the SE column and enter the SW opening on the other side of the pool.

 

Come to a huge underground area and go straight across into the W opening. Turn right and go down the winding ramp to trigger a pursuing boulder. Cut the corners with running jumps to save precious time. After the camera angle changes, take a running jump over the spike pit onto a safe ledge, step forward and pull up higher, then follow another winding ramp up to the end. Pull up left, step forward and pull up higher to enter what appears to be an art exhibit. Run forward and turn right onto the ledge to encounter a lioness that was guarding shotgun ammo. Continue along this ledge to a lower room with a floor hole.

 

Drop down into a pool and pull out quickly to deal with a crocodile. Locate the N wall switch and pull it down to open a door somewhere. Go to the E side of the pool toward the double doors, which open automatically to release a lion and a lioness. Go through the doorway to another pool room, on the other side of which is an opening with stairs that provide a shortcut back to the room with the laser machine. Instead, loop around left from the double door entrance to the SW opening that takes you back to the huge underground area. Pull up right to find magnum ammo in the SE quadrant. In the SW quadrant is a small medipack.  

 

Hop down, go through the W opening and turn left into the passage formerly occupied by the boulder that chased you earlier. Climb over the block and go around into the next room for SECRET #8. Grab the shotgun ammo and magnum ammo, as well as the large medipack in the window. Return to the previous room and go between the two quadrants mentioned earlier through the N opening. Continue straight ahead and a creaky gate opens upon your approach. Save your game.

 

As you enter the next room a boulder starts rolling down from your left. You have no time to waste, so run diagonally to your right, hit the look key to make Lara stop staring at the boulder (that was a really annoying and unnecessary touch), take a precise running jump across the gap onto the corner of a block, and continue to the NE opening so you can get inside ahead of the boulder. It's a tight fit, so you may need to reverse roll at the last instant. Follow the passage, climbing a few blocks, until you reach a wall switch at the intersection (cut scene of a gate opening in the nearby swimming pool). Turn right and face a laser machine gauntlet in the next room.

 

Make your way across, avoiding the laser bolts as best you can. I took two steps back from the edge and started with a stand jump to the first platform followed by a running jump to the next. Hop down left into an E alcove when you reach the third suspended platform. Step forward for SECRET #9 and find a small medipack and the UZIS in the T-shaped passage. You're not done with the laser machines yet, so jump down into the water below and swim through the opened S gate. Follow to a deep shaft and swim up to surface. Pull out into a small room, and the N door opens upon your approach to bring you back to the wall switch you pulled down earlier. Return to face the laser machines.

 

Save your game and this time go all the way across to the other side. Grab the small medipack on the right side of the ramp in the next room, replenish your health as necessary, then go up the ramp into a cavern with a switch in the far wall. Hop over the ramp and grab 2 x shotgun ammo to your left, then hop down on the other side of the switch to find a pushblock. Pull and push it one time each, making sure you don't fall into the deep trench as you go around, then go back up to the wall switch and pull it down to open a door and release a boulder. If you hadn't first moved the pushblock, the boulder would have rolled down the ramp and fallen into the trench instead of bouncing off the pushblock into the alcove with the trigger tile. Reverse roll and loop around left past the pushblock to shoot a lion and two lionesses that charge from the opened door.

 

Go past the opened SW door and in the next room stand with your back to the E wall, side flip onto the slope and jump off to grab the upper ledge. Pull up and run forward into an indoor pool area and run around a bit to awaken an Atlantean centaur standing on the diving board. After dealing with it, pull down the wall switch to lower a hammer that wreaks havoc in the huge underground area you've already visited. Get on the block with the wall switch and drop down the other side onto a ledge with magnum ammo.

 

It's a long way down from here, and if you miss you die. Run off onto the NW corner of the slope, slide and grab, shimmy left until you're over the slope below, release and slide and grab, shimmy right and pull up onto the flat ledge. Turn around and stand jump down to a ledge next to the destroying hammer. Stand jump slightly right to a lower flat surface SE, go around to your right and take a running jump NE onto a slope. Back flip off as debris falls from the ceiling and land on a ledge with a large medipack.

 

Take a running jump W and grab the higher block supporting the hammer, pull up and go around right to hop up higher NW. Take a running jump with grab down to the dark corner and turn left to take another running jump in front of the N opening. Keep running to the corner as more debris falls. Hop up into the opening and follow down to a new room guarded by two Atlantean centaurs, one on either side. Pull up onto the ledge jutting from the E wall for magnum ammo and take a running jump up into the S hallway. Follow around the corner, jump to the slope and slide to the floor (since you can't reach the shotgun ammo from here). Go over to the far side of the entrance steps and take a running jump W from the block with the column to grab the hallway opening. Pull up, go around and stand jump down to the ledge below.

 

Face the wall and jump up to grab the crack. Shimmy left until you can pull up into an alcove. Turn to your left and stand jump to grab a ledge with gargoyle statues. Pull up, go to the other end and hop down left to the top of a stone arch. Take a curved running jump from the corner (low ceiling) down to the column below, turn left and stand jump to grab the higher column. Pull up for a small medipack and take a running jump from the higher edge to land on an arched roof with shotgun ammo.

 

Take a running jump with grab to glide into the W hallway and follow around the corner. Stand jump down to the ledge, grab the crack and shimmy left to the alcove once again. Get up to the gargoyle ledge, run toward the other end and go to your right through the opening to end the level.

 

Level 4: WAY TO VALHALLA

 

Click here for the video walk.

 

Lara slides and drops down to an underground area. Follow the passage to a deep lava pit and take a running jump across to grab the other side. Pull up and continue through an upper passage to a wall switch that opens the doors to your right. Go inside and do battle with a couple of Atlantean crawlers (approach the left one first to awaken it). Go up the steps to another deep pit. From the right corner of the ledge, take a running jump into the passage and continue around the building for 2 x shotgun ammo.

 

Go back, jump to the ledge and look down to see the stacked blocks. Use them to get down to the floor of the pit. See the opening to a hatchery and go inside toward the egg on your left to make it explode, releasing a flying Atlantean. Go to the back wall and pull down the wall switch. Approach the second egg, causing it to explode as well. Deal with the second flying Atlantean and on your way out of the hatchery pause for a small medipack and uzi ammo in the SW and SE alcoves.

 

Exit and enjoy a glimpse of the overhead rainbow bridge (created by using the wall switch) as you loop around left to a small room W with a central flame. Pull down the wall switches in the alcoves to extinguish the flames on the central slab. Pick up the uzi ammo and the Atlantean crawler awakens. Exit to the rainbow bridge and find magum ammo near the SE corner. Climb the stacked blocks you used earlier and jump to grab the bridge. Pull up, turn right and run toward the closed double doors. Run off SW from the corner of the ledge to land in a lower alcove for a large medipack. When you pick it up an Atlantean crawler attacks from below.

 

Climb the stacked blocks and get back onto the rainbow bridge. Run toward the closed double doors once again, but this time turn right near the end and take a running jump E to grab a ledge in the wall. Pull up and follow to a wall switch that opens the double doors. Return to the rainbow bridge and enter the dark underground area. When you reach the slope, stand left, slide down and jump off at the very end to grab the ledge with shotgun ammo as the egg below explodes, releasing a flying Atlantean.

 

Jump across S to grab the ledge, pull up to deal with the Atlantean and enter a passage leading to what resembles the Fun House at the carnival you may have patronized as a youngster. As you approach certain areas, they move away from you, opening up some avenues and closing others. Here's how to navigate it successfully. From the entrance walk forward S until the wall moves away from you. Go up to it, turn right and continue until the next wall moves away. Follow it, turn left (S) at the intersection and go about halfway into the tunnel until you can hear the wall behind you moving, turn around and go back to take a left. Follow the passage, keeping to your left, and when you reach a dead end turn around and go to the wall. Turn left and run toward a moving wall. Turn left in front of it and watch another wall recede.

 

Turn left again as another wall recedes, turn right (the only possible direction) and take the first left toward another receding wall. Go to it, turn left toward another receding wall, take another left toward another receding wall, and this time there's a difference. Another section of the wall slides from right to left in front of you. Don't continue, but turn around and go back the other way (N). Take the first left and follow to an opening that drops you down to a small room for SECRET #10. Pick up the large medipack, 2 x uzi ammo and magnum ammo from the corners of the room, get on the central slab and pull up S into the opening.

 

Follow to the intersection, turn right and go to the far S wall, turn right again and hear movement close by as you near the next wall. Take three left turns in succession, and the wall ahead (N) recedes as you approach it. Run toward it, turn right and continue to the W wall, turn right and go straight to an alcove with a small medipack, reverse roll and go back the way you came, take a left and another left into an opening partially obscured by greenery. Go on through, turn left at the receding wall and turn around at the end. Go back to the other end as a wall moves behind you, reverse roll and go right to go up the winding stairs to an upper W room guarded by an Atlantean crawler.

 

Search the S alcoves for 2 x shotgun ammo and magnum ammo. Another Atlantean crawler drops down from a ceiling hole across the room. Jump into the water below that ceiling hole and swim W to a ledge where you can pull out and engage another Atlantean crawler. Jump N into an adjacent pool and search the structure ahead for a floor hole with uzi ammo. Surface, pull out onto the ledge surrounding the central structure and target the Atlantean crawler on the N ledge at the other end of the pool.

 

Swim there, pull out and run to the W ledge on your right for a small medipack and shotgun ammo. Jump back into the water and look left for a wall opening opposite the central structure you can swim through and find an underwater lever that opens a door somewhere. Swim back to the N ledge you recently visited and pull out to engage an Atlantean crawler on the central structure. Swim across the pool to the ledge at the S end, pull out and climb the blocks to your left.

 

Step forward past the door you opened, slide down the slope and jump off near the end to grab the crack in the wall. Shimmy left past the lava pit and drop to the floor. Run forward into the darkness and pick up a large medipack. Approach the N opening to activate a pair of teeth doors. Get past them and run along the bridge to trigger a boulder ahead. Jump off to the ledge on your right and hop back to the bridge when the boulder has passed by. Continue across N and jump left with grab into the opening at the far end. Pick up the magnum ammo, turn around and jump back to the bridge.

 

Go straight across into the W opening and follow the passage, climbing blocks to arrive at a ledge overlooking the water. Take a running jump S to the ledge, jump to the next ledge, turn right and take a running jump and grab to the central ledge. Pull up, draw your favorite weapon and approach the egg to make it explode and release a flying Atlantean. There are two Atlantean crawlers patrolling the area off to the E, but you should be able to target and kill them from here.

 

Go counterclockwise around the central structure, hang from the edge when you can go no further and shimmy right past the obstacle. Pull up and continue to an alcove where you can hop up and pull down a wall switch. Get back down, shimmy left past the obstacle and pull up. Go clockwise around the central structure and across the connecting ledge to the green area where the crawlers were patrolling.

 

Run forward and pull up two blocks. At the NE corner turn around, back flip onto the slope, jump off onto the next slope, jump off that one to grab the corner block. Pull up, turn left and hop up into the W passage. Go to the other end, hop down to the ledge below, go to the obstruction and hop up left, whereupon you'll hear what sound like someone with an awful hangover. Take a running jump NW over the spike pit to grab the ledge, pull up and go to the next ledge. Pull up onto that one as well and hop down twice to your left to find the source of all that noise, an Atlantean crawler.

 

Pick up the small medipack it was guarding and climb back up to the previous opening. Step forward and jump up S to grab the higher ledge, pull up and walk to the far right corner. Take a running jump SE to grab the opening and pull up in front of a slope to your right. Slide down, jump over the spike pit and grab the ledge. Pull up and vault up left to go around for uzi ammo. Take a running jump into the W opening and continue with a running jump and grab over the gap. Pull up, run forward and loop around right to come to a swinging pendulum blade.

 

Time a jump into the opening past the blade and go up the steps to a room that looks like a museum exhibit. Find magnum ammo, uzi ammo and a large medipack in the central niches and note all the wall switches. Face E and pull the one on the far left, go around to the W side and pull the second one from the left to open a door in the N wall. If you'd like maximum kills, you can pull down the other switches to release the enemies perched in the side alcoves. Otherwise, go to the N doorway and face a gauntlet. First, get by the dart trap, jump the gap past a swinging blade and look right for a small medipack and left for uzi ammo. Time a difficult slide and jump past a set of teeth doors (start your slide just as the doors have opened wide) and jump the gap past two more spear traps, one on each side of the gap.   

 

Follow around and slide down the slope, approach the door and it opens in front of you. Enter a large temple area and prepare to do battle with Natla. Don't be deceived if she appears to die, for in short order she will rise completely revived. Kill her a second time, whereupon she stays dead. Search the SE alcove for 2 x uzi ammo, go up the steps on either side and pull up onto the temple ledge. Get up to the throne area and take a running jump E to grab the suspended ledge. Pull up and jump to grab the N opening on your right. Pull inside, go around the corner and slide down the long slope to an intersecting passage. Turn right and pull down the wall switch to open the double doors in Natla's lair.

 

Reverse roll and the S door opens upon your approach. Hop down into Natla's abode and go through the opened W double doors to find a pushblock. Push it two times to reveal an opening to your right. Safety drop into a room with a spinning dial, pull down the E wall switch to open the S door and go through to a passage. Follow around to a pushblock and pull it once to trigger a lava flow and change the topography of this area. Face the W slope and save your game for a jumping exercise.

 

Slide down two slopes, jump over a lava pit, then a spike pit, slide some more and continue quickly forward when you land on a level surface to evade the lava flow coming from your left. When you slide down to the cave at the bottom, deal with two Atlantean crawlers and go S to the edge of a lava pit as a mild earthquake shakes the ground periodically. Take a running jump to grab the ledge, pull up and run forward to an opening leading to a ramp. Look right to see the lurking boulder and save your game. Run left down the long ramp, using running jumps along the way, and jump the gap ahead of the pursuing boulder. Turn left as another boulder is triggered and use the same evasive strategy.

 

Turn left again at the bottom of the ramp. You'll slide and drop into a lower passage, facing a lava flow that's headed in your direction. Hop back until you hear teeth doors activating behind you. Time a hop back past them and continue until your back is against a wall. The lava flow will stop before it reaches you. Turn around and pull up three times into another cavern area. Turn right into a passage and the camera angle changes when you reach the far end. Take a long running jump over the gap and continue forward to trigger a closing cut scene as your adventure comes to an end.