INCAN RUINED CITY - FULL ADVENTURE

 

Levels by Mohrruebe

 

 

Level 1: INCAN RUINED CITY

 

The first portion of this walkthrough is by G&D Productions for the initial release in November of 2018, picked up where noted by Phil Lambeth to reflect substantial changes made to the level for the Full Adventure, with the help of Doggett TV's video walk.

 

 

Lara slides down after leaving the Jeep up on the hill, some tiny raptors attack and grunt when they die.

 

Inca Plate.

 

Turn left and go to the hillside N, turn right and safety drop down in the NW corner of the river canyon. Go down to the water and spot the Inca Plate next to the vases and skeleton. There are Piranhas here, so don’t wander about. After getting the plate you can get some Shotgun ammo from a short tunnel E and get out on the W bank before those Piranhas cause you real harm.

 

Use the Plate.

 

To get out of the canyon, go to the far SW corner where you can go up the blocks and grab up S, shimmy left till you can pull up near the Temple. Shoot a Raptor roaming around and go back into the SE corner. Behind a pillar is a bright vase, shoot it and grab the Flares. Look on the wall there (E) to find the receptacle for the Inca Plate; a gate opens to the right of you. Go in there and shoot the Bat, climb up left and pull the lever to open a trapdoor over a Jump lever.

 

To the Jump lever, opening the Temple.

 

Safety drop into the canyon without sliding into the water and go back to those blocks SW, this time climb up W. Go back to the N hillside and from near the grass poll, jump up to a flatter path and turn right (E). Follow the path to the far end near the Temple and get a small medipack. Turn right and run jump left around the corner to the upper floor (where the tree is). Hop over the tree and get ready to fight a Pterodactyl. Go to the NE corner where that open trapdoor is, line up and run in with Ctrl so you’ll grab the Jump lever.

 

Into the Temple, the Spike Walls.

 

The Temple doors opened up; enter and go right to the corner (SW) and find a vase with Flares. Make a note of the ladder here and go back, to the pillar N, on the side where the spike walls are, is another vase with Flares.

 

Raise a Block.

 

Now time the Spike walls and jump into the niche N of those things. In the middle of the niche, where you are safe, is a lever opening a door (*) nearby. Run (jump) out SE and go up the higher floor E, two skeletons wake up. Because we cannot get rid of them, just shoot them and they will wander off for a while. From the higher floor, jump and grab a crack in the N side pillar; shimmy around and pull up in the high corner. Turn around and stand jump to grab the opening N (*). Light a Flare and go around the corner carefully, crawl underneath the Blade and use the lever in the back to raise a block (**). Get back out; shoot the skeletons a bit to get them out of the way.

 

Secret: Go to the niches S of the Spike walls, jump in and quickly get into the crawlspace, to the right is Secret #1, a Medipack. Crawl out, quickly stand up and run or jump out left.

 

The Boulder; opening the way to the Block.

 

Go back to the SW corner of the room, up that ladder you saw before. Take a right, climb up and then climb up left, up left again and look up E to find the crawlspace up at the ceiling, jump and grab in there and hang out the other end. Drop and grab the Jump lever and a gate opens so you can push a boulder. After sliding down, take a left and back up the blocks but don’t climb up left but instead jump over a spike trap onto the higher ledge (S). Go down and left to find a boulder you can now push down the slope. Go after it and now you can jump from the opening it created to the block you raised before (**). Use the lever there to open a gate in the E end of the room. Use the N niche again to get there relatively safe and head into the open gate (E). At this point gameplay departs from what was presented in the 2018 version of this level.

 

Step forward to the NE corner and pull back the skeleton to reveal the UZIS and uzi ammo. Continue S and shoot two bats. Two jugs contain a small medipack and uzi ammo. Go through the E opening to trigger an extended flyby through a vast outdoor area where your task is to find and place four sacred masks. When camera control is restored you're immediately attacked by two natives.  

 

Step outside into a driving rain amidst crackling thunder and run N to the shallow pool. The NE column has a jump lever on the E side that you can reach with a curved running jump from the nearby platform. A gate lifts high up in the central structure at one end of the bridge. If you like, you can wade SE toward the waterfall and find a small medipack hidden among the lily pads near some bone fragments. From there, wade out and go N to the structure where you'll find a skeleton near the central column. Pull it away from shotgun ammo, go around the column to find uzi ammo and face N.

 

Go through the N opening onto a closed trap door. Turn around and jump S to activate a jump switch that opens the trap door, dropping you into a water-filled tunnel. Flip turn, swim N over a blade, loop around left at the wall, time your way past a spear trap, swim down a bit and left over another blade, continue around the corner for SECRET #2 and grab the grenade gun ammo. Go back the way you came to get some air, swim N over the blade and this time turn right at the wall. You'll come to a wider S passage where a blade is going up and down and is easily evaded. Pull the underwater lever in the S wall to lower a block somewhere and return to the opened trap door. 

 

Pull out and head W toward the already-used jump switch. Jump into the water where you see the stone arches ahead and swim through the N opening into an enclosed pool. Pull the underwater lever just beneath the N opening on the far side of the pool. A gate lifts somewhere, so surface, pull out N and watch out for the swinging spike barrels that are activated when you go through the short passage.

 

Scoot right past the first barrel, pull up into the alcove and pull down the wall switch to open a nearby door. Get down carefully and go the safe spot between the two barrels. Time a jump NE past the second barrel where the door opened and go around for SECRET #3. Pick up the grenade gun ammo and revolver ammo and go back S through the pool and into the large open area. 

 

Pull out left, go E under two stone arches, shoot a jug to the left of the structure ahead for a small medipack and pull up E into the opening of the structure (stand left on the higher ground). Turn around and take a running jump over the palm tree to grab the ledge over the W structure. Pull up and deal with a native who attacks from your right. Shoot a NE jug for shotgun ammo, go to the W edge and take a running jump slightly NW over the water to grab the top of the stone arch. Pull up, face NE and save your game for a rather tricky running jump to grab the opening in the N wall.

 

Pull inside, walk to the far edge and take another tricky running jump NW in cramped quarters down to a ledge surrounding the previously-visited pool. What finally worked for me was to stand left and take that running jump due N with a left midair curve. Save again when you get there successfully. Shoot a nearby jug for uzi ammo and run clockwise along the ledge to the SE corner. Turn right and jump W to activate the jump switch partially hidden in the dead shrubbery. A door opens, so surface and pull out N. Make your way past the swinging spike barrels to the opened door and enter a cave passage.

 

Shoot the wolf and follow to a grated barrier, which you can shoot to allow access to a new lake area. Hop down, splash around through the shallow water to the far end of the lake, vault into the short passage and save your game for a double timed run. The N switch in front of you raises a timed block in the water, but you then have to raise a second one by running around the right side of the lake and jumping up into a SW opening where you find another timed wall switch. Reverse roll, run back out along the left side of the lake and get onto the shorter block while turning to face S. Take a running jump and grab to the taller block, pull up and take a running jump curving to your right to land on the upper ledge. Save again when you get there.

 

Make your way counterclockwise around the ledges past two waterfalls (ignoring for now the crawl space at the first one) and enter the diamond-shaped N opening. You'll come to a temple area where three natives attack. One drops a small medipack, one the SKULL KEY and one an ANCIENT MASK (1 of 4). Shoot the small jugs for a large medipack and shotgun ammo. Pull back the SE skeleton for the SHOTGUN. Exit the temple and return S to the first waterfall where you saw the crawl space.

 

Enter and loop around left for uzi ammo. Continue through the crawl space until you can stand up in a cave strewn with bones. Go to the edge and drop down into a small valley. Shoot two wolves and pull the skeleton near the E wall to expose shotgun ammo. Hop up N into the opening to the right of the slanted tree. Time a run past the spear traps and use the Skull Key to get (in my case) a flicker of a cut scene, but spears are triggered somewhere. Return to the valley and hop up into an opening near the NE corner to find uzi ammo. Use the blocks and ledges at the W wall to get up as high as you can. Face NE and take a tricky running jump curving left  to reach the ledge at the cave entrance.

 

You're not ready to leave yet, so go to the SE corner and take a running jump to a flat spot in the next ledge where you see a clump of grass. Hop up SE to another flat spot, side flip up beside the slanted tree and finally jump up into the SE opening. Follow around to another opening and take a running jump slightly SW to a flat spot at the corner of the ledge ahead. Continue with two hops to a little veranda with a wall switch. The spear trap there was disabled earlier, so pull down the switch to open the S doors and release two natives, one of whom drops a small medipack.

 

Go N to the end of the broken bridge and take a running jump to grab the higher ledge ahead. Pull up and walk left to the slanted tree. Take a running jump W with a left curve, jump off when you land and grab the S opening. Pull up in front of a crawl space and crawl around to a spear-trapped passage. Run past the spears into SECRET #4 with revolver ammo, grenade gun ammo and a large medipack. Crawl back out, jump across NE to the flat spot near the slanted tree and shimmy right past both trees. Pull up, turn around and take a curved running jump S to grab the broken bridge. Pull up and go through the S doors you opened.

 

Hop up into the E opening and climb up right into a crawl space. Follow around and drop down onto another veranda. Note the closed doors, shoot a jug for uzi ammo and run off SW onto a lower ledge. Jump across S to the central structure, loop around left and shoot a jug for a small medipack. Take a running jump E to grab the opening in the wall, pull up and make your way past two swinging spike barrels. A floor trap door will open over a spear trap as you approach it, so jump over it and go to an opening that overlooks a lake riddled with more spears and filled with piranha.

 

Take a standing jump down to the block jutting out of the water, locate the SE floor hole in the lake and hop over the spears into the hole (the piranha won't follow). Swim to the end of the passage for SECRET #5 and a large medipack, return and swim quickly around the spears to the W wall and climb the ladder there. Take a few steps into the passage and pull up left into a crawl space. Drop down the other side and follow to a wall switch that causes the floor to shake a bit and raises that block in the lake.

 

Go there, jump to the raised block and shoot the grated barrier in the E wall across the way. Face S, wait for the spears to shoot up and take a running jump there, curving left as you land so you can jump E and grab the slope. Hang left, pull up just as the spears are shooting up, slide and jump to the spear block while continuing to run NE into the opening. Shoot two natives waiting in the next room and pick up the small medipack dropped by one of them. Grab the ANCIENT MASK (2 of 4), run off into the water below and quickly swim across to the W ladder while the piranha give chase. 

 

Getting past the swinging spike barrels is trickier going back W because of the spear pit, but once you've done that jump over to the central structure and safety drop to the floor. Go to the SW structure with sharpened poles, stand on the dirt mound and pull up onto the wooden roof. Jump E to grab the crack in the pillar, shimmy right around the corner and release to activate the jump switch that opens a door. Pull back up onto the wooden roof and take a running jump to grab the opening in the S wall. Pull inside, shoot a bat or two and go around where the door opened to face a multi-blade trap. Run past the lower blades while they're in an open position and shoot the jug for a small medipack. Pull down the wall switch to open a nearby door that will require a bit of work to reach and get past the blades again.

 

Jump back to the wooden roof and drop to the ground. Run NE to the structure you dropped down from not long ago and pull up E into the opening. Reverse roll and jump W over the palm tree to grab the ledge, pull up and from the NE corner jump E to grab the moss-covered ledge. Pull up two times, jump S to the next structure and S again to an opening in the next structure. If you approach the W opening you'll activate a revolving flame device in the structure at the other end of the connecting bridge. For now, go through the E opening and jump the gap into an area with closed doors. Hop up N and shoot the jug for shotgun ammo. Get down and hop up S near the SW corner into a hole with a crawl space.

 

Enter and follow around to an opening. Hang from the edge and shimmy right along the crack until you can drop down onto a ledge. Hop to the adjacent ledge, shoot two bats and the jug in the next room for flares. Hop down at the SW opening in front of a spear trap, shoot the jug around the corner for a large medipack and pull back out. Face the spear trap standing left and save your game. Initiate a running jump with a midair flip onto the slope as the spears are just about to spring up. When you land, slide ever so slightly before jumping off with a right curve so you'll land high enough on the N slope to back flip onto a third slope behind you, from which you should jump immediately to grab the ceiling. Monkey swing N through the opening and drop down.

 

Continue through the next opening, turn left, walk to the end of the ledge and take a running jump W to grab the next structure. Shimmy right around the corner, drop down in front of a spear trap and time your way past it to engage a native. Shoot the jug to see if it hid uzi ammo (sometimes it was there for me, sometimes it was not), stand close to the next set of spears and time a long running jump past them to land on the roof of the lower W structure. Go inside and shoot the fragile S barrier. Enter the next room and run to the far wall to avoid the boulder that rolls down from your left. Pull down the wall switch next to a pushcage to open a gate somewhere outside, go up E where the boulder came from and enter the side passage for revolver ammo.

 

Return to the cage and move it N out of this room and through the hole in the floor. You hear the sound of a trap door opening. Don't follow the pushcage down, but rather go around and stand on a higher mound to pull up onto the roof of this structure. Find the ladder facing the wall and climb up as far as you can. Take a rolling back flip into the W opening where the gate opened and follow the passage as the gate closes behind you. Jump over the spear pit and ignore the passage to your left (leads to a dead end). Make your way past the horizontal blades by following close behind the lower blade and then taking two consecutive running jumps. You'll come to an enclosed room. Two of the jugs contain flares and a small medipack.

 

Pull the wall switch to the left of the S doors to open a door in the blade passage. Go there and time a jump up SE. Pull down the wall switch to open the floor trap door against the W wall. Jump NW over the blades and climb down the ladder past the opened trap door. When your hands are even with the top of the E opening, take a rolling back flip and grab the W opening. Pull inside and follow to a new lake area similar to one you visited earlier. Watch the flyby as a block rises to seal off the passage behind you. Go counterclockwise around the perimeter of the lake until you can go no further, then take a running jump W to land in an alcove with a wall switch. Pull it down to retract some spears and slide down into the water.

 

Evade the crocodile (which may get stuck in a wall, making life easier, otherwise pull out E near the entrance and shoot it) while you look for shotgun ammo near the NW corner next to a column. Find an underwater lever on a SW column of the central structure and pull it with no indication of what may have just happened. Find a place to pull out of the water and make your way around toward the wall switch alcove once again. This time, however, instead of taking a running jump to the alcove, stand jump slightly SW so that you slide down S to the right of the palm tree, jump off at the last instant onto the sloped block in the water, slide and jump to grab the NW block segment. Pull up, take a curved running jump to grab the S slope, pull up and jump off the other side to grab the ceiling. Monkey swing to the S wall and release.

 

Take a running jump to grab the E block, pull up and face N. From the highest corner take a running jump to grab the next block, pull up and jump to grab the E slope, hang right, pull up and slide and jump to grab the next slope, pull up and slide and jump to grab the block where the spears retracted and climb the ladder, taking a back flip at the top to land on an upper ledge. Shoot two baby dinosaurs and two pteranodons, make your way counterclockwise along the ledge and jump into the NW opening for uzi ammo. Slide back down and continue along the ledge until you reach the S side. Face N, line up with the gong hanging from the central structure and draw your uzis. Back flip onto the slope and jump off while firing a continuous burst. When you hit the gong, the water level rises dramatically in the lake.

 

Swim to the central structure and pull up to find a wall switch near the gong. Save your game and pull down the switch to raise a timed block outside. Turn left, run out W and jump over the water into the right corner of the green-covered alcove. Turn left, hop up onto the block, hop onto the first cage and make your way counterclockwise along the cage tops until you reach the raised block. Jump up NE onto the next cage and now you can breathe easier. Continue along the next few cages until you're directly opposite a jump switch in the central structure. Take a running jump to activate it and lower a block in the passage through which you entered this area.

 

For a secret, repeat the timed run as described above. This time, when you reach the cage opposite the jump switch, continue counterclockwise along the cage tops until you reach the one that's accessible only by a running jump and grab. Pull up and grab the shotgun ammo for SECRET #6. Safety drop to the ground, jump into the water and swim to the NE corner. Make sure you've got plenty of air, swim down and enter the triangular opening at the floor and turn left at the N wall for uzi ammo. Return for air and go back into the same opening, turning right at the N wall for a small medipack at the end of that passage. Go back for air, then swim down and into the E passage where the block lowered. 

 

Continue around the ladder into the next passage, time your way past two spear traps and continue to the end for uzi ammo. Flip turn, swim up the shaft and pull the underwater lever to open double doors somewhere outside. Go back past the spear traps and swim up on the other side of the ladder for air. Pull out near the opened doors and ready your favorite weapon.

 

Slide down to a rain-soaked valley and prepare to engage four wolves at once. W of the entrance is a leaning tree. Jump up N into the opening next to that tree and scoot around the corner past a blade trap. Climb the long ladder to an upper passage. Stand jump to activate the E jump switch and drop down the shaft into a water hole. Pull out, slide back down to the valley and run E, then S and hop up into an opening with a wall switch that opens a nearby gate. Slide back down, loop around left and find the opened gate and a pushcage. Pull the cage into the valley and push it aside. Enter the passage and pull up into a crawl space for a large medipack.

 

Return to the valley and move the cage W so you can use it to jump to the SW block, from there to the next block and finally to the W temple. Shoot a jug for a large medipack and note two wall switches. First, pull the one on the right to extend a couple of swingpoles, then stand in front of the one on your left and save your game for a timed run. Pull down the switch and turn around to your right while running. Take two consecutive running jumps to the previous blocks, turn left and take a running jump and grab to the next block, pull up and run forward to jump to the valley entrance. Turn right and go through the E passage past the blade traps you negotiated earlier (and perhaps taking some unavoidable damage since you're in a big hurry). At the end of the passage turn right into another passage and follow it around past the timed gate. You should have ample time if you didn't dawdle in the blade passage.

 

Face the E swingpoles, save your game again and take a pixel-perfect running jump to grab the first one, swing around and jump off to grab the second one (this may take repeated efforts as well), and swing and jump off to land on the veranda where a skeleton is waiting. Shoot the grated barrier, pick up an extra SHOTGUN in the nearby grass and time your way past the flame tile in either one of the S passages. When you get to the corner flame tile, time a jump over the adjacent cage and move one of the cages onto the veranda. (If you push the cage into the corner, hop over it into the passage and wait for the flames to subside fully before you start pulling, you'll catch fire when the flames return. Therefore, you have to start pulling at the precise instant that the flames are starting to subside. It helps to get Lara in the proper position in advance by pressing the action key before you press the down arrow key.)    

 

You can pull the cage up to the edge of the next flame tile without catching fire. Start pulling again just as the flames subside, release the action key and keep your finger on the down arrow key so that Lara hops back an instant before the flames return. Place the cage on the marked tile at the corner of the veranda, then repeat for the second cage. The flames in the central passage go out, allowing you to walk through for the ANCIENT MASK (3 of 4). One of the jugs contains shotgun ammo.

 

Go to the SE corner of the veranda and drop down to a familiar ledge. Drop down further N, go through the spear trap and safety drop from the N edge to the wooden roof below. Hop down to the ground. Remember that pushcage you pushed through a floor hole much earlier? Run to the SW corner and hop down the opened trap door for SECRET #7. Lower Lara down the pushcage into an underground lake and splash through the shallow water for flares, grenade gun ammo, 2 x uzi ammo and a SHOTGUN with shotgun ammo. Use the pushcage to get back up to ground level and make your way to the NE structure.

 

Pull up E into the opening, reverse roll and take a running jump over the palm tree to grab the ledge of the next structure. Pull up and go to the ledge on your right. Pull up onto it and jump to the E block jutting from the wall. Pull up onto the next block, turn right and take a running jump to the S structure. Go through and jump S to the next structure. Turn right and go across the bridge to the W structure where you may have activated a rotating flame blower earlier. Note that one of the sides has no flames. Follow that side around clockwise until you reach the N opening.

 

Jump three column tops to the N wall and face left. Take a running jump to grab the jutting NW corner ledge, pull up and jump S to the next ledge. Turn around, stand right, back up to the N edge and take a running jump from the raised mound to grab the lower corner of the higher ledge. Pull up and turn right. Stand next to the wall and take a running jump to grab the E ledge. Pull up, vault up higher and jump SE to the tall structure. Shoot a native and a jug for shotgun ammo, then take the ANCIENT MASK (4 of 4) from the plinth.  

 

Watch the cut scene. Stand jump N with grab to glide down to the ledge below. Jump to the E block jutting from the wall. Pull up onto the next block, turn right and take a running jump to the S structure. Go through and jump S to the next structure. Turn right and go across the bridge once again to the structure with the rotating flame device. Go around to the N opening and repeat the moves described above until you reach the jutting NW corner ledge. Jump S to the next ledge, but this time continue S with a running jump (no grab) to the next ledge.

 

Walk forward to the high corner, turn left and stand jump to grab the roof of the structure with the revolving flame device. Pull up and place the Ancient Masks in their receptacles. Find a jug to shoot for a small medipack and go to the N edge. Hop back and stand jump down to the column. Turn around and jump into the structure with the rotating flame device. Go around to the left and across the bridge and through the next structure. Jump E over the gap and continue forward to where double doors have opened. Go on through and shoot a host of bats. Pull a skeleton away from the S wall for 2 x uzi ammo and find revolver ammo between two jugs near the NE corner. Pull up into the SE crawl space, stand up when you can and run forward to end the level. Hit the escape key to start the next level.

 

Level 2: TOMBS OF THE GUARDIANS

 

The nearby jugs are empty, so go to the E opening and jump the gap to find a ladder leading down to a lower passage. Go around the corner, shoot a baby dinosaur and crawl underneath the first blade in the dark W passage. Side flip over the next one and pull down the wall switch to lower some spears. Return to the ladder, climb back out, pull up left into a short passage and jump NE into an alcove where a block needs to be lowered. Hop across SE, then jump NE into a corner alcove where the spears lowered. Pull down the wall switch to lower the block in the previous alcove and go back there.

 

Run onto the adjacent NE block, jump N over the gap and pull down the wall switch to lower another block. Jump SW over the gap to the block, turn around and jump down N with grab to land inside the space where the latest block lowered. Walk forward and take a running jump NW over the arch to grab the ledge. Pull up and shoot a jug for flares. Go W underneath the arch, turn left and follow around to that jump switch you may have seen earlier. Activate it for action music signifying the arrival of a pteranodon. Dispatch it and drop down to the floor.

 

Go to the SW corner and follow the dark passage to an intersection. Turn left, hop through the opening and continue past some obstructions until you reach a dead end. Pull up N into the crawl space, face E and flip out. Hop over another obstruction and note the on-screen warning of traps in the room ahead. A skeleton approaches, and since you can do nothing with it in these cramped quarters, jump W over two spear traps and hop up SE into a triangular opening. Pull up E and run along the short passage as more action music is triggered.

 

Drop down into an outdoor compound guarded in the immediate vicinity by two soldiers, one of whom drops uzi ammo. Go clockwise around the area, shoot a crate for shotgun ammo and continue around to engage a soldier shooting down at you from the N opening. Climb the crates there and engage two more soldiers firing at you from the W fenced section. Before going there, hop to the ground and climb the short crate to the right of the closed N doors. Pull up to find a small medipack on one of the crates. Return to the crates beneath the NW opening and jump W to the fenced section. Grab the shotgun ammo dropped by one of the soldiers and shoot the crate in the SE window for flares. Stand in the middle window and hop SE onto the stacked crates. Take a running jump to grab the S ledge, pull up and find shotgun ammo on top of the dark crate.

 

Get down and jump back N to the stacked crates. Jump E onto a ledge inside the central structure and jump S to grab another set of stacked crates. Pull up, jump up SE to the ledge, turn and jump N to grab the crack in the column. Shimmy left around three corners and pull up to find a plinth bearing the ORNAMENTAL KEY. A block lowers in the NE corner to provide a short cut back to a previous area. Go there, drop to the floor and enter the N room beyond the arches. Use the Ornamental Key to open the double doors and step out into an outdoor pool area. At this point we return to Dutchy's walkthrough referred to at the beginning of Level 1 (with minor alterations reflecting subsequent changes made by the builder).

 

Run in and around the pool, stand on the submerged steps where you can still draw your guns and shoot the two Raptors.

 

The 2 Keys.

 

In the NE corner in the pool is a vase with a small medipack. In the pool are two underwater doors, open them both.

 

The Crowbar.

 

Swim into the door W, there are Spikes inside so watch out. Around the corner is air up, that’s where we’ll come back from later. Proceed and a gate closes behind you. Get out left somewhere and shoot a Croc. There are several Soldiers here; I might have forgot to mention one. In the SE corner is a wooden crate you can climb on using ‘duck’ and get a small medipack. On a ledge above is a Soldier, probably opened fire on you already. From the medipack go W under the floor and pull that skeleton off the Uzi clips.

 

Head NW into the camp, as soon as you see the Soldier, hop back so you can shoot him before he opens fire on you. Along the S wall is a small crate that you can shoot; get the small medipack. Climb a dark crate NW, jump to the floor W and look for another Soldier to shoot. On top of the high stack in the middle, is a crate you can shoot to find the Crowbar. A barrel along the W wall has Uzi clips. On a crate on the N wall is a small medipack. Jump to the floor SE, shoot a Soldier (or maybe you did already). Drop down from the floor.

 

The Ornamental Key.

 

Go into the opening on the right of where you came in before (NE); shoot the two Soldiers there. Behind the computer (SE) is Shotgun ammo on the floor (the barrel probably broke). A crate NE has Uzi clips, on the stack of crates in that corner is a small medipack, jump to the higher floor N and get Shotgun ammo from the barrel, hop back down onto the crates. Go to the crates NW, on one of the crates is a Grenade Gun. The one standing against the wall can be pushed, push it E, now move it around to the S side of the solid crate, climb up and from there jump S onto another stack of crates and then to the arch and climb up right. Go right to that slanted rock and stand at the edge of the floor, run jump N with a left curve and grab the edge, shimmy right to the floor. Go around the corner and grab up to a crack E to shimmy around to where that door is you (maybe) saw when picking up the Crowbar.

 

Open the door, get through the traps and pick up another Ornament Key. Two wraiths show up, get back through the traps, safety drop down into the camp and run to the pool S. Swim into the deep water and wait for them to kill themselves.

 

Get back onto the pushable crate at the campfire, jump to the high stack S and jump to the arch, this time go left over the walls, hop down S, grab up to a crack at the waterfall and go right around to a Jump lever opening a trapdoor. Climb out of the water right of where you land and from a higher part of ground SE, you can grab up to the floor above. Shoot a Soldier if you didn't already, then go back to the waterfall and open the door behind it (NE). Shoot the vase over the hole for Uzi ammo and then drop down where that trapdoor opened. Swim S and left around are those Spikes, watch out and get back to the pool.

 

Blade Labyrinth, raise a Platform.

 

Go into the open door on the right (S) and swim straight, over the Blade and underneath the next, straight ahead, on the wall is an underwater lever, opening a gate in the next section (behind that fence). Swim back, after the Blades go left and right for Flares, roll and swim right around to get Shotgun ammo. Roll and swim left around, then right/left to get back to the pool for air.

 

Swim back in, right/left, straight to the back and keep right a bit into the tunnel with the Blades. After the second Blade go left, through the Spikes and use the underwater lever left to raise the Platform. Roll, back through the Spikes and left, go straight to the end (left is for a Secret, but you need more air) for a Medipack and roll straight back N, through the Blades, N again and right/left to the pool for air.

 

Secret: Go back in to the second section, after the Blades right/left and open the underwater door, mind the Blades and get SECRET #8, Grenades. Swim out of the door, right and N through the Blades, right/left to the pool.

 

Climb out on the right (E) and go up the ladder, go right around and drop to the higher floor. Shoot the tiny raptors and in the E wall is a dark opening to a big door we need 2 Keys for. A skeleton is awakened if you go in too far, so use the shotgun to blast it over the edge.

 

Go S and just around the corner SW is a vase with Uzi ammo. Go N and right and behind the pillar where the Platform is, you can grab up to a niche in the N wall. Turn around and jump to grab the crack in the pillar, go around and drop to grab the Jump lever, lowering a block in the niche N. So grab back up into the niche which is now a passage to a wide area. A flyby kicks in when you walk through.

 

Courtyard with the Cages.

 

Drop down; let’s tour the courtyard first. Turn around and loop right around corners to find Revolver ammo. Keep going right around and find a vase with Shotgun ammo. When you are moving to the N, you’ll encounter two Raptors, one was stuck in the wall… In the NE corner is Shotgun ammo.

 

Face S there and walk up to that big green wall, climb up into the dark crawlspace for SECRET #9, a Medipack. Drop down again.

 

When going S along the W wall you’ll find a skeleton you can pull away from the Shotgun. The tour ends in the SW corner.

 

Now head for that structure with the hanging cages. A bit more NE of it, in the N wall is a passage, go in. Right around the corner is a vase with Uzi clips. A bit left of that is a Blade in front of a niche, run around the corner into the E niche and use the lever to raise a block. Go back to the entrance and to the W side, another Blade and lever, this one will open the gate so you can get to that block in the back room.

 

Face the block, standing against it and back flip onto the slope with the spikes (when they're down), jump and land on the block, use the Jump lever there to lower spikes under the structure with the cages outside. Leave SE, get through the Blade by using that niche and go out S to the courtyard. You can now use the lever on the SW pillar and a platform goes up right above your head. At this point gameplay again deviates from Dutchy's walkthrough for the initial release.

 

Reverse roll and head toward the SW corner. Pull up into the alcove there and watch the block ahead lower. Turn around and take a running jump slightly NW onto a ledge.  Walk forward a bit and jump N into the alcove. Pull up, turn left and slide backwards down the slope. Grab at the bottom, shimmy left, pull up and take a rolling back flip to grab a crack in the wall. Shimmy left around corners and pull up into an alcove. Turn around and take a running jump E to grab the opening. There's an opening on either side of you. Don't pull up but shimmy right and pull up into that opening for Shotgun ammo.

 

Shimmy back to the far left opening, pull up and face the spear trap NW. Jump there when the spears are about to go down, curve left when you land and continue with a precise running jump to grab the upper N opening. Pull up in front of a spear trap. Time a hop past the spears, vault up left and take a running jump W to grab a hanging cage. Pull up, jump to another cage and jump with grab to glide into the W structure. Hop up SW into the opening, go to the edge and take a curved running jump SW to grab a partially-obscured ledge just to the left of the roof. Pull up into a crawl space and continue to a pushcage. We now return to Dutchy's walkthrough.

 

Preparing for a Timed Run.

 

Push that cage 3 times, go left through the gap and pick up Shotgun ammo in the grass in front of a Timed lever (later), we have to cross this pool and get into a timed door.

 

First push the cage back twice and climb on, turn right and climb into a niche with a lever, a block will go up. Crawl back out, get down and go to the pool. Climb the block, jump and grab the swingpole, swing around and jump off to land on another block. Drop and use the lever to lower the block and reveal the Timed door. Drop down in the pool and get Uzi clips from the NW corner. Now go back and climb back up at the Timed lever.

 

Save in front of it and pull, roll and turn left a bit, hop onto the block and do a running jump to grab the swing pole. Swing and jump off, run through the open door (but not too far). Hop over the pit and come to a new area where a big T-Rex is roaming around (with some friends).

 

For a Torch.

 

Jump and grab straight over to the ledge on the pillar, pull out the Shotgun and blast the skeleton off the ledge. Jump to a ledge SE, shoot the vase for Shotgun ammo. Jump NE and another skeleton, jump NE and find a vase with a small medipack. Jump NW, deal with the skeleton and move that cage around the pillar and under a Jump lever. Spikes are shown somewhere (*) when you use that lever. Jump NW, then jump SW over the skeleton, roll and shoot him off the ledge. There’s another cage here, move it around the pillar and under the wall torch. Now jump to the ledge SW, stand against the door and turn right, grab up to the cracked pillar and pull up, side step right twice. Turn left to face the W wall and turn a bit more left, stand jump and grab the crack in the wall (can be tricky this jump). Go left to the higher cracked pillar and from there run jump with a right curve up into the opening in the wall (SW).

 

This is where those spikes got an interval (*) so you can get through. Avoid that trapdoor, pick up a Torch and the big doors at the T-Rex are shown. Save, step off the raised slab and step onto the trapdoor, drop down and immediately jump over the pit and walk out to where you can jump to the ledges. Jump to the NW pillar and hop onto the cage to ignite your Torch.

 

Using the Torch.

 

Save before you throw it down from the ledge and remember where it landed. Safety drop down and go shoot that T-Rex that will drop after one shotgun round in the belly (get close up). Make a tour around the place to shoot vases and find 3x Shotgun ammo, NW, NE and S near the big door, and Uzi clips W of the SW pillar, next to the skulls. Now go find your Torch and ignite the two seated skeletons at the big door (S).

 

Open up the Upper level of the Courtyard with the Cages, the Ornament Key.

 

You can leave the Torch behind, go diagonally from left to right through the Blades and shoot the vase left for Shotgun ammo, around the corner 2 tiny raptors and passing a ladder right, go to the end of the passage to use the Gold Ornament Key (you probably saw this keyhole through the other side of that fence, a block lowers (**, behind the fence) and a door opens up at the ladder you just saw. Go back and right into the niche to shoot a vase for a small medipack, proceed and go up the ladder left, you are back at the pool where you did the Timed run. Jump over and grab the crack and go left, drop at the timed lever and go left to pull the cage back as far as possible, go right through the opening and crawl backwards out of the crawlspace with the grass. Hang and shimmy left along the crack till you are over a slanted block below. Drop and back flip into the opening (if you happen to fall down, go back into that dark W passage where you found the Shotgun before and climb back up as before).

 

Turn around, jump and grab straight over to where the block lowered (**) and jump out right to that ledge. Turn left and jump W to grab the crack, go right and around a corner you can drop to the ledge below. Jump E 3 times, then shoot a Pterodactyl and go around the wall to the E side, first jump to the dark NE corner for a vase with Shotgun ammo. Pull down the wall switch in the alcove to lift a gate and jump back W to the previous ledge. Gameplay again deviates here from Dutchy's walkthrough.

 

Go back W along the lower ledge and come to the opened gate on your right. Shoot the barrier, step out to the edge of the opening and drop down onto a ledge. Hop into the shallow water and pick up the nearby uzi ammo (hard to see). Explore the E side passage for flares (watch out for the spears), the NE corner near the ladder for a small medipack and go to the deeper water NW. Swim down through the hole in the corner and follow the passage to an intersection. Grab the shotgun ammo in the NW alcove and get past the horizontal blades in the E passage and continue to an open area where you can surface for air.  

 

Find uzi ammo and revolver ammo near the SE corner and a small medipack at the NW corner, pull out onto the N ledge and use your other Ornament Key to trigger a flyby through an area you visited earlier while new platforms are raised. Exit S and swim through the passage and past the blades to the area with the shallow water. Go to the SW ledge and pull up into the S opening. Turn around and take a running jump N to grab the ledge in front of the flame blower. Pull up in the left corner, and  when the flames are about to subside take a running jump E onto the block with the swinging blade.

 

Take a running jump S past the slope to land on a flat surface. Jump SW to grab the ladder and climb up to a higher ledge. From the far end take a running jump N and grab the block above the flame blower. Pull up, face N and jump to grab the corner ledge protected by another flame blower. Pull up in the left corner when the flames are about to subside, run forward and crouch. When the flames subside again, stand up and take a quick running jump E onto the ledge, where hopefully the spears are down, and keep running onto the safe area. Take a running jump S to grab the block in front of a wall switch that opens a trap door.

 

Jump back N to the previous ledge, stand a block away from the spear trap and time a running jump to grab the corner block with the flame blower. Shimmy to the right corner, pull up when the flames are about to subside, run forward to the corner and crouch, then jump up to grab the ladder when the flames subside again. Climb to an upper passage, vault up and follow around the corner. Shoot two bats, pick up the revolver ammo and stand at the opening that overlooks the room with the raised platforms.

 

You can hear a pteranodon flapping around below, but you probably won't be able to target or lure it from here. Hop down NE to the raised platform and use a powerful weapon to deal with the pteranodon (you may need to invest a medipack). Jump E to the next platform and around the corner NE to the next. Activate the jump switch in the column, then face N and take a running jump to grab the first of three swingpoles, swing and jump off each one in succession to land on a raised platform in the NE corner. Pull up into the N opening and enter a hallway.

 

Run toward the two wall torches and turn right into the opening that leads outdoors. Shoot four baby dinosaurs and go W along the ledge to shoot two jugs for uzi ammo and shotgun ammo, then hop up into a cleft in the small hill for more shotgun ammo. Turn around and run clockwise around the ledge past two pushcages to dispose of a raptor. Continue to the far end and loop around left into an alcove where you'll find a jug containing a small medipack. Return to the first pushcage against the N wall and move it S until you can push it over the edge. You hear the sound of a trap door opening in the water below.

 

Go to the SE pushcage, find revolver ammo hidden in the nearby grass clump and pull the cage once W and two times N in front of the closed doors. Return to where you pushed the first cage over the edge and drop to slide to the ground. Jump into the N water hole, swim down and enter an underwater passage. Note the patterned floor tiles in the maze-like area ahead. These are apparently intended to help you keep your bearings. Depending on your fortitude, you may decide to skip some of the pickups documented below.

 

Turn right, ignore all side openings and continue to the end for a small medipack. Return to the shaft for air, swim down and left, left again, right and take an immediate left for flares. Return for air, swim down and left, left again, left and an immediate right past a horizontal blade to an intersection. Keep right for shotgun ammo, return for air and follow the same path back to the horizontal blade. Loop around left past the blade and pull the underwater lever to open a gate. Flip turn, turn left and then right into an alcove for a large medipack. Continue swimming W and down, follow around and up right into an alcove for shotgun ammo, swim E and right and left to find an air hole. Above is a crypt area for later (or for now if you prefer to skip the next paragraph).

 

After getting air, find flares in the NE alcove. Swim to the W wall and left into the short passage for uzi ammo. In the far NE corner of this underwater maze is a short passage with grenade gun ammo for SECRET #10. If you return to the underwater lever and swim N out of the alcove to the far wall, you can swim left and up and around for revolver ammo. Return to the entrance shaft for air and follow the path described above to the air hole leading to the crypt.

 

Pull out S, walk to the far wall to awaken a skeleton, reverse roll and run back N, jump over the hole, turn around with shotgun drawn and wait for the skeleton's arrival so you can blast it into the water hole. Or, you can take it out much quicker with a grenade. Go W from the water hole, and around the corner to your left you can pull up into a crawl space for shotgun ammo. Once again going S from the water hole, walk past the first skeleton and pull up right into a opening where you can stand up, turn around and shoot the barrier that blocks the opposite opening. Jump over there, hop down the other side and grab the large medipack.

 

Return to the crypt, go to the S wall and turn right, then left and come to a hallway with closed doors at either end. Up in the SW corner you can see another closed door. Pull down the wall switch to open the E doors. Just to the right of the wall switch, pull up S into a crawl space, turn around when you can stand up and activate the jump switch to open a nearby door (for later) and attract a bat. Get back down to the floor and go past the opened E doors. Turn left and wait for two skeletons to come down the stairs. Dispose of them both with a single grenade.

 

Go up the stairs and look left for a jug you can shoot for shotgun ammo. Near the top of the stairs is a wall switch on your left that opens the W doors leading outside to a familiar area. The pushcage you moved earlier is nearby, so push it four times into the building, get up on it and face S to activate a jump switch shrouded in the darkness. Go down the stairs, hop up left onto a block with a torch and a jar and go in where a door opened for SECRET #11. Pick up the CROSSBOW and three assorted varieties of crossbow arrows. Exit, continue down the stairs and pull up next to the wall switch into that crawl space you used earlier. 

 

Crawl forward, turn right, stand up around the corner and vault up near the door you opened with the jump switch. Hop in SW, shoot another bat and pull up W into a short passage. At the far end jump to grab the ladder, climb down a short distance until the flames below subside, then drop the rest of the way, turn left and hop down lower. Time a jump past another flame blower and pull down the wall switch to lower a block for later. Below to your left is an outdoor area you visited earlier.  

 

Take a running jump slightly SW down to the ledge (or straight S to grab the crack and shimmy around right). Hop around to the adjacent ledge and continue with a running jump S to grab the niche. Pull up and save your game for a tricky curved standing jump SW into the niche in the facing wall. Hang from the edge, shimmy left around the corner and pull up into an opening. Turn around and stand jump up to a triangular ledge, and from there take a curved running jump to land on the upper ledges. We now return to Dutchy's walkthrough, with a few minor changes.

 

Secret: walk to the SE corner and stand jump (no Ctrl) into the right corner of the passage SE, hidden behind some vegetation. Go get SECRET #12, Uzi clips and another pair of Uzis. Jump W to the previous ledge, jump over to the next ledge W and another Pterodactyl will appear. Shoot it and go around N to jump to the platform on the structure you raised long before (with the lever on the pillar below). There's another lever here and that involves a Timed run too, over platforms around the structure to get to a lever opening the gate in the structure (right of where you are now).

 

Timed Platform Run.

 

Save, pull the lever, hop back while turning left, step forward and take a hop NW to the first platform, continue with a running jump to the corner platform turning right a bit so you can hop up to the one around the corner, a running jump to the next corner and run around right onto the adjacent platform, a running jump to grab the last platform. Quickly use the lever, hop back turning right so you can run jump S down to the ledges. Loop around right and jump to the solid platform (where the timed lever is), then right into the structure to get the Emblem Key.

 

Open the Big Door.

 

Jump back to the ledges (it's started to rain) and enter the passage S, drop down and go S, drop down again and run over the ledge to the E wall. Around the corner and left is the Big Door where you can use an Ornament Key and the Emblem Key to open it. Go in, left around the corner and shoot some Bats, go along the left side till you come to a dead end with sloped tunnel left and look up, an opening in the ceiling. Stand on the S side of the pillar there, on the high ground and aim for the left side of the opening, a run jump with a late grab will get you to the crawlspace. Climb up the ladder there and off to the right for a small medipack. Now jump over the hole, walk up to the end of that passage and run jump with a roll onto the slope, slide a bit and jump to grab the Jump lever OR backflip, jump to grab the lever, you’ll drop through a trapdoor and land in front of the door you opened (it’s at the end of the cave where you jumped into the ceiling, there’s nothing else there, so don’t worry about it).

 

The Tombs, Torch and Ancient Cogwheel.

 

Go through S and make your way down the blocks to the area with the Tombs and two skeletons, they are easily disposed of by using the Grenade gun or an explosive arrow. The NE corner has a small medipack, now pull that cage twice out of the opposite corner, under the wall torch and get through the SW opening behind it. Use the lever to open the gate so you can grab a Torch (ahead is a room we’ve been in before). Go back into the Tombs, hop onto the cage to ignite your Torch. Drop it for a bit.

 

First go into the right hand passage E, look up right for the last (empty) niche and climb in there, climb down to the right and go use the lever there to open a trapdoor giving access to the room with the Wheel (x). Go back out, and go get your Torch, take it into the left hand passage E, left around the corner and drop the Torch near the gate in the end. Go back and right into the passage you came from, climb up left into the first opening. Turn around and jump to the crawlspace up left a bit. Follow through to a lever opening the gate where the Torch is.

 

Drop out, pick up the Torch and go in, left are two wall torches, ignite them and a trapdoor opens at the end of that passage. Leave the Torch here or take it with you for extra light. Drop down and get through the first two swinging spike blocks.

 

 At the third, run in left and stand against the wall under the crawlspace, get in there for SECRET #13, the Revolver and Revolver ammo. Drop out, turn around and run left around the corner.

 

Go through the last swinging spike block and find that open trapdoor (x). Climb up to the room where you can pick up the Ancient Cogwheel. The exit gate opened up when you climbed into this room, so leave and four skeletons show up. Go N to the crossing.

 

 Secret: Go right and right again to the most E side of the Tombs, left twice, deal with two more skeletons and up left in the wall is another empty niche, climb in and hang left on the other side. When you hear the spears pop up below, drop and quickly side flip for SECRET #14, Shotgun ammo and a Medipack. Jump slightly NE to grab the crawl space, get out; go around to the W and left to the crossing.

 

The Camp, Push Puzzle, the Ancient Mask.

 

Go W to the front room where that cage is and on the S wall is where you can use the Ancient Cogwheel, blocks will rise. Climb them and hop up to the exit. Jump out left to the floor on top of the slope, follow around to a campsite and shoot a half dozen or so Soldiers as they emerge every now and then, deal with them when you hear them coming. Shoot a crate near the campfire for shotgun ammo. The gameplay again deviates here from Dutchy's walkthrough.

 

Go to the NW corner and find a crowbar panel on the bottom crate. Open it for shotgun ammo and push the block ahead two times. Get up on it in a crawling position, lower Lara down E and step forward for SECRET #15 and an extra SHOTGUN. Return to the campsite and go to the S wall where you see a closed gate. Get on the nearby dark crate and jump N onto the ornate column. Turn around and take a running jump slightly SW to activate a jump switch. The gate opens, so go inside and pull out the stone pushpiece. Move it N onto the red ornate tile on the W side of the central structure next to similar stone piece. 

 

Get up onto the higher W ledge by using the stacked crates W of the campfire, run to the S end and jump SW to the corner block. Face SE and take a curved running jump to grab a crack in the wall of the central structure. Shimmy left, pull up into an alcove and pull down the wall switch (cut scene of spears lowering behind a grated barrier). Jump back to the previous block and get down to the ground (or safety drop from here with some loss of health) and return to that dark crate against the S wall. Jump N to the ornate column and this time take a running jump straight S to grab the

upper ledge. Pull up and take a running jump NE to a ledge around the corner.

 

Follow this ledge to a jug you can shoot for revolver ammo, jump to the nearby column, face NW and shoot the grated barrier. Take a running jump to grab the opening, pull up and use the Ornament Key to open a gate down below. Stand jump NE down to the crates and drop to the ground. Find the opened gate NW of the central structure, enter and pull down the wall switch to lower a nearby block. Exit the dark passage and move the now-accessible pushpiece onto the red ornate tile on the N side of the central structure.

 

Go NE from the central structure and find an opening in the corner near the barred windows. Open the crowbar door, go in and pull up right, and follow to a wall switch that lowers a nearby block. Exit to the campsite, turn left toward the block with a face design and see another crowbar door to your left that was revealed by the lowered block. There's another wall switch in there, but the crowbar door and the wall switch beyond it serve no purpose so leave them alone. Instead, pull down the wall switch to the right of the face block to raise the previous block and lower a stone pushpiece.

 

Move the stone pushpiece two times N onto the raised block, hop around it and push the wall switch back up to lower the pushpiece to the ground. Move it to the S side of the central structure and place it on the red ornate tile to open the W entrance doors. Go there and take the INCA FIGURE TORSO from the plinth. Wait for a soldier to arrive, shoot him and take the CAR KEY he dropped. Go to the N end of the campsite, where the yellow Jeep has magically appeared. Get inside and drive up the N slope to finish the level and display your stats to date. Hit the escape key to start the next level.

 

Level 3: JEEP ESCAPE

 

Click here for Doggett TV's video walk of levels three and four.

 

Drive the Jeep just around the corner, stop and get out (alt and left arrow keys). Walk back to where you turned the corner, get on that green mound at the overpass and jump E to grab the crawl space. Pull inside, crawl to a side passage which you should ignore for now, pull down the nearby wall switch to lift a gate somewhere and return to the Jeep. Drive through the valley, get up some speed around the corner to jump a gap onto the left side of a pond and continue (jumping another short gap) until you reach a dead end at closed doors. Get out to find that the lighter crate is a pushblock, but we'll save that for later.

 

For now, go back to the other end of the pond to find a deeper channel N you can jump into. Swim around the corner, get over the block that's in your way and loop around right on the other side to find a jump switch that lowers the block. A S passage has been revealed, so swim inside and follow around the corner to face a spear trap. Time your way past the spears and pull the underwater lever to lower another block. Go back the way you came and approach the second gap you jumped over in the Jeep. The block lowered in the water hole near the bar fence, so jump down and swim along the passage to a crossing.

 

Take two quick right turns to find poison arrows, flip turn, turn right out of this passage and look right at the next crossing to see an underwater lever that gives you a view of the area directly above. Loop around either right or left to find another underwater lever that raises a block above you. Swim all the way to the N wall, ignoring all side passages, turn right and surface for air. Pull out and crawl underneath two horizontal blades on the way to a pushcage. Push it two times into the next room, then move it W through the opening past the water curtain and into the next room so you can pull up onto the raised block.

 

Pull up through the ceiling hole and either blow up the skeleton with a grenade or explosive arrow or blast it into the hole with the shotgun. Activate the jump switches in the NE and SE alcoves to neutralize spikes in the E opening, go there and jump onto the cage hanging from the ceiling. Turn left and take a running jump into the N opening. Turn around, back flip onto the slope and jump off to grab the ladder. Climb up and step forward in the next room to trigger a flyby. Run around a bit to draw out two baby dinosaurs, then go to the E wall and find a low spot to the right of the SE column that enables you to pull up to a higher area.

 

Make your way over to the S wall, engage two natives and pull down the SE and SW wall switches to open a door down below. The N wall switch is for later, but you can find crossbow arrows under the cobwebs in the far NW corner. Drop to the lower level and hop in S where the door opened. Grab a TORCH from the raised tile and take it to the center of the room outside. Drop it onto a darker tile where soon you'll be raising a block. Pull back up SE and go to that N wall switch that raises a timed block. Save your game, pull down the switch, take a rolling back flip, run and jump onto the first grated bridge, stand jump down to the raised block, pick up the torch and stand jump forward to the second grated bridge and continue with a running jump S to light the torch.

 

Make your way along the ledge to the W side of the room and light four skull poles to lower a trap door on the E side of the room. Leave your torch here, go to the opened trap door and climb down the ladder where two wolves are waiting below. While you're dealing with them, if you get too close to the central column spears will shoot out from all four sides. Among other things, this prevents a return trip up the ladder. Shoot a jar near the NW corner for a large medipack, go to the NE corner and jump up twice to reach a triangular opening. Pull up inside and follow to a new trap zone.

 

Note that the rotating flame device has one dormant side. Use that to your advantage as you run around past a spear trap where you can take temporary refuge in the SW corner. When the time is right, run E and loop around right in the corridor past another spear trap to a wall switch that opens a nearby door. Exit by timing a run past the spear trap on the right side this time, follow the passage and hop into the hole to the left of the triangular opening for crossbow arrows.

 

Slide down to the floor of the previous room and pull up into a corner of the broken NW column next to the keyhole. Hop with grab into the NE opening where the door opened and shoot the jug for flares. Turn around, stand at the edge, hop back and take one step back before initiating a running jump to grab the first of two swingpoles that enable you to grab the opening in the SW corner. Pull up into a small room and loop around left to another opening. Jump up to grab the ceiling and monkey swing N. Drop down next to a plinth for an ANCIENT COGWHEEL (1 of 4). If you already triggered the column spears, stand jump NE down to the dirt mound and slide to the floor.

 

Use the Ornament Key in the keyhole you saw earlier to open the W door. Take a running jump to the top of the suspended cage and continue with a running jump and grab into the W opening. Loop around left into a SE passage and follow to a crawl space. Proceed and drop down near the Jeep. Hop up SE to the left of the closed doors and find a triangular opening. Pull up inside and stand on a ledge overlooking the room below. Hang from the edge and shimmy left past a slope until you can pull up. Ignore for now the triangular crawl space and go to the W wall. Jump up to grab the crack and shimmy left and around the corner. Pull up in front of two switches in the S wall, each of which opens a door below you.

 

Use the crack to shimmy back to the N side, drop to the ledge and pull up into the triangular crawl space. Hang from the other side, shimmy right around the corner and activate the jump switch to open the doors near the Jeep. Go to the pushblock you noted earlier and move it inside the structure along the left side of the bridge as far S as you can. Use it to access the door openings, SE for a spare CROSSBOW and crossbow arrows, and SW (save first, tricky jump) for an ANCIENT COGWHEEL (2 of 4). When you pick it up you're immediately fired upon by two soldiers at the N entrance, one of whom drops uzi ammo.

 

Find the two stone pushpieces near the entrance. Hop to a corner behind one of them and push it onto the bridge. If you happen to slip and fall during the process, jump up to grab one of the slopes with the flaming skull pole and back flip to the bridge. Push it once S and then over the edge. Do the same with the other pushpiece and drop down from the bridge. Push each stone pushpiece into its respective alcove with a marked tile. The S door behind you opens. Go in and save your game before pulling down the wall switch. The trap door opens at your feet, depositing you onto a slope. Slide a bit and back flip over a spear trap.

 

Time your way N past the flame blower, use a grenade on the awakened skeleton and take an ANCIENT COGWHEEL (3 of 4) from the plinth. Time a jump S past the flame blower and save in front of the spear trap. Take a running jump over it with a midair turn, jump off the slope, grab the ladder and climb back out. Loop around left in the previous room and find a triangular opening in the SW corner. Climb a few blocks and find yourself in a passage you visited earlier. Crawl through W and drop down near the spot where you began this level. Don't go W, or you'll be transported to the previous level. Instead, go N and return to the parked Jeep.

 

Get in and drive over the bridge. For a secret, don't go up the slope ahead, but turn left and drive up a treacherous SE corner slope to the mouth of a cave. Get out of the Jeep, drop down to an alcove with a flat surface and take a curved running jump NW over a hole onto a slope. Slide, grab, shimmy left and pull up into an alcove for SECRET #16. Pick up the revolver ammo and jump back to the alcove. Drop down into the hole and enter the crawl space to find a pushcage. Pull the cage once, return to the Jeep, put it in reverse (sprint key), back it down the slope, put it back in forward gear (shift key) and drive it S up the slope and down into the valley. Park it in front of the E doorway and get out.

 

Go to the N wall, shoot the grate in the opening and crawl inside (only because you'd pulled the pushcage out of your way earlier). Pull down the wall switch to lift a door and push the cage two times E. Go around to your right, pull up E to where you'd parked the Jeep to get the secret, and go along the ledge N find the lifted door. Jump into the opening and crawl underneath the blade trap into the next room. Shoot a jug for flares and pull up onto the block for the last ANCIENT COGWHEEL (4 of 4).

 

Exit by crawling back underneath the blade trap and return to the Jeep, either via the upper ledge to your left or by sliding down right and using the passage in the W wall. Drive the Jeep through the doorway and down into an open outdoor area. Get out and scout the immediate vicinity for pickups. The S crate near the deserted campsite contains shotgun ammo. On the nearby solid crate are flares. At the SE corner of the temple entrance you can shoot a jug for revolver ammo. From the N end of the temple entrance you can jump up NW into a triangular alcove for crossbow arrows. Go up the temple steps and pull down the wall switch to lower the entrance block and trigger a lengthy and unnecessary (if you've been following this walkthrough) flyby of the cogwheel locations in case you happened to miss any of them.

 

In any event, enter the foyer and place two of your Ancient Cogwheel on the vacant pegs in the N wall. The gear device on the S wall is too high for you to reach, and the floor lever doesn't now work, so proceed W into the next room. Pull up onto a corner of the flame block and run into the SW corner when the flames are down. Turn around, and when the flames again go down take a tricky running jump NE into the corner of a ledge next to another flaming tile. Turn to face W and take a running jump to grab a taller flame block. Pull up at the corner, note the crawl space for later, and when the flames go down take a running jump to activate the jump switch in the S wall.

 

Blocks go up on either side of the floor lever in the foyer, but you have more work to do here. Repeat the moves in the paragraph above to get back to the taller flame block in the NW corner, but this time enter the W crawl space when the flames go down. Go around where a block lowered for SECRET #17 and pick up explosive arrows and grenade gun ammo. Return and carefully get past the flames while making your way to the foyer. Use the raised blocks to place your two remaining Ancient Cogwheels. The floor lever now works and will raise the water level of the lake outside, but don't push it yet.

 

Exit the temple and go to the NE palm tree. Hop down onto a triangular block jutting from the wall and drop from there into the shallow water. Wade over to the SW corner and hop up to a ledge in front of a triangular opening. Follow the underground passage to a temple area. Shoot the jug in the hexagonal NW alcove for a large medipack that you wouldn't be able to get after the area has been flooded. Return to the lake and get up to the temple, using that triangular block jutting from the N wall. Push the floor lever to raise the water level in the lake and also bring up a portion of the bridge so you can drive the Jeep over and park it at the entrance.

 

Jump into the water and swim into the same SW opening. Proceed to what is now the underwater temple area and swim up right into a small triangular NE opening. Swim over and under two blade traps in the passage ahead and emerge in a small room with an empty plinth. Pull the underwater lever on the block that you can see as you enter to open a door somewhere. Grab the small medipack in the SE corner and an extra pair of UZIS on the W side of the central block if you have time, then return past the blades to the lake for air. Swim to the NE corner and look left for a small opening. Go there for a small medipack and surface.

 

Pull out W, loop around left to the bridge and continue along the rocks near the water's edge until you can go no further. Hop up S to the door you opened with the underwater lever and step inside for SECRET #18. Pick up a SHOTGUN, a large medipack and grenade gun ammo, return to the Jeep and get in. Drive a short distance to a temple arch on your left, get out and shoot a jug on the ledge for uzi ammo. Continue driving along the valley until you reach a campsite. You can either park at the entrance and get out to deal with a raptor or run over it with the Jeep.

 

Walk through the campsite for pickups, shooting a crate near a dormant campfire  for another REVOLVER, a barrel on crates near the NW corner for revolver ammo and shotgun ammo next to the stone columns blocking the N passage. Around the corner NE is a barrel containing more shotgun ammo, and NW around the corner is more revolver ammo. At the S wall near the entrance you can jump up twice onto flat surfaces and find crossbow arrows where you can see some bone remnants. Near the SW corner and the dormant campfire is a skeleton you can pull away from a large medipack.

 

After gathering all the pickups, hop onto the S crate next to the tent and jump N onto the stacked crates. Take a running jump N to grab the next set of stacked crates, W to the next, pull up higher and take a running jump slightly SW without grab onto the crates near the corner. Jump to the ledge, hop up into the opening and follow around through a crawl space. Time a jump N past a spear trap, hang from the edge there and shimmy right along the crack until you can pull up into a short passage. Go around and take a running jump NE onto the stacked crates, continue with running jumps E and NE, and finally jump E to a ledge with a crowbar door.

 

Open the door, go inside and use the Ornament Key for a cut scene of a wall near the entrance. For another pickup, jump back W to the two previous crates, and from the second crate take a running jump and grab N to the block next to the stone barriers. Pull up and jump W to the facing block for crossbow arrows. Drop to the ground, run E toward the entrance, perhaps where you parked the Jeep, and climb onto the crates between the columns near the N wall. Jump to grab the opening and pull up. Hop over the obstruction and follow the passage to a crossing.

 

Go left (N), hop NE over a hole and shoot the jug for revolver ammo. Hop back and jump W over another hole. Follow to a boulder that you can push down into the campsite so that it rolls and demolishes those stone barriers. For a secret, go back the way you came and take the SE fork into a passage that leads to a gap protected by rising and falling blades. Time a jump NE into the passage when the blades are farthest apart, reverse roll at the end and stand jump to activate the jump switch. Step out to the S edge, save your game and time a curved SE running jump to the E ledge. Run into the adjacent N passage and loop around right to an opening.

 

Drop down to the floor and go N for SECRET #19. Take the large medipack and explosive arrows from the plinths and jump up to grab the crack in the column against the E wall. Shimmy right and pull up into the alcove, reverse roll and jump to the opposite opening, follow around left to an opening near the entrance to the campsite, and drop and slide to the ground. Two raptors and a pteranodon are there waiting for you. After disposing of them, get into the Jeep and drive it through the campsite to the N opening where those stone barriers used to be. Continue up the slope and follow the underground passage until you near an open area, where you'll be carried to the final level.   

 

Level 4: TREASURY OF MANKU QHAPAQ  

 

Continue where you left off, park the Jeep at the water curtain and get out. Proceed on foot past the pond and through the valley until you trigger a flyby of the building ahead with a posted guard. The doors open and two more soldiers come out to challenge you. You can get up there by hopping up past the palm tree at the SW corner. Pick up the small medipack and revolver ammo dropped by the enemies, but before entering the building go to the E end of the entrance and take a running jump to grab the SE corner ledge.

 

Pull up, jump to grab the crates and follow through over the facing ledge to an opening. Enter cautiously, step on the bone remnants as you hear a burst of warning music and hop back immediately as spears are triggered. You can then step forward and safely pick up the shotgun ammo. Return to the building and enter. There are two more soldiers inside, one of whom drops a large medipack. Hop the SW crates and shoot a barrel for poison arrows.

 

Now go to the SE corner for a pushblock exercise. Your objective is the shootable crate you can see perched up N. Begin with the pushblock against the E wall. Move it around the other crates to a vacant spot in the S wall. Get up on it and move the higher pushblock two times E. Get down and move the first pushblock two times N and one time E to form a bridge. Move the second pushblock to the N end of the bridge, and now you can use it to shoot the target crate and jump over there for the LASER SIGHT.   

 

Jump onto the crate near the NE and shoot the jug for flares. Drop to the floor and use the lower crates S (cut scene) to get down to the basement level. Shoot a crate near the campfire for uzi ammo, the nearby barrel against the N wall for shotgun ammo and get the small medipack on a crate near the flaming SW skull pole. Go to the E wall to find a number of pushblocks. 

 

First, move the pushblock next to the SE column two times N and one time E. Turn to your left and move the next floor level pushblock four times S and two times E beside the first pushblock. You now have a bridge, so get up and move the upper pushblock from the N end to the S end. Get on the upper pushblock, light a flare to find the crack in the E wall, jump to grab it and shimmy right and around the corner to pull up into a crawl space for SECRET #20. Grab a large medipack, a GRENADE GUN and a SHOTGUN, thus adding to your growing arsenal, and drop down to the floor.

 

You're not through with the pushblocks, so move the upper block back to the N end of the bridge to free up the lower pushblocks. Move pushblock #1 (the one in the middle) two times W and one time N. Move pushblock #2 one time W and two times N, forming another bridge. Get up and pull the upper pushblock one time W away from the wall. Get down and move pushblock #1 one time N and one time E, forming yet another bridge. Get up and move the upper pushblock two times N. You can now get up and pull a higher pushblock #4 one time S. Hop down, go to the NE corner, jump SW to grab the higher crate, pull up and enter the triangular opening on your right.

 

Take a running jump NW through the gap and land on the crates against the N wall. Take a running jump and grab W to grab the next crates, pull up and take a tricky curved jump around the obstruction onto the crates against the W wall. Continue with two more jumps S to pull up in front of a crowbar door. Open it and step inside for the SNAKE JEWEL. It's time to leave, so drop to the floor and climb the crates in the dark SW corner. Jump E to the next crates, take a running jump and grab slightly NE to the next, and finally a jump NW to the next so you can pull up onto the upper ledge.

 

Exit N, drop to the ground and run along the valley until you reach the pond where you began this level. Look for the channel at the SE end of the pond, jump into the water and grab the flares in the corner. Open the S door and swim into an interior pool. Enter the triangular opening near the floor at the NE corner and go down for revolver ammo. Surface and pull out onto a convenient ledge. Jump over S to the flaming tiles and awaken a skeleton. A jewel is already in the snake-head receptacle on the left side of the doorway, but you can't reach the one on the right side to place the jewel you're carrying. 

 

Go over to the E ledge and get on the broken block. Take a curved running jump to grab the crack in the N column. Shimmy right, pull up into the opening, reverse roll and jump up to grab the ceiling. Monkey swing S past a flame blower to the next column, release, grab the crack and shimmy right around the corner. Pull up into the opening and drop down the other side to find a wall switch that opens the underwater S doors down in the pool. Climb back out, drop down and go over to the W ledge. Get on the broken block and take a curved running jump to grab the crack in the S column. Shimmy right, pull up into the crawl space, drop down the other side and jump to activate the jump switch. Watch out for the spears below as you fall into the water.

 

Search the floor of this room for flares NW, 3 x uzi ammo and a small medipack before swimming back N past the opened doors to the previous pool. Pull out S to see that a block has been raised beneath the other receptacle, allowing you to climb up and place your Snake Jewel to lower a block in the S doorway.  Run around in this new outdoor area to flush out four baby dinosaurs. There's a jug you can shoot against the W wall for uzi ammo, and another jug in a W alcove that also contains uzi ammo. You will note several pushcages in the area, together with a SE jump switch that's presently out of reach.

 

 Push the W cage one time S onto the marked tile. Move the other cage onto the marked tile opposite the first cage to re-arrange spears jutting out of the W wall. Now move the cages W to form a bridge so that you can pull a third cage from the wall. Go around it to find a wall switch that brings a swingpole out of the W wall. You've got quite a bit of work still to do before you can use it. Get down to the ground and find the dirt mound near the middle of the E wall. Use its left side to hop NE to an upper ledge (you'll be making this trip several times). Turn and jump W onto the gray triangular corner of the nearby building. Hop W over the obstruction and look left to see the jump switch for later. Jump into the opening beneath the jump switch and continue with a jump S to grab the top of a column. Pull up and take a curved running jump E to land on a ledge. Take another curved running jump S to activate that jump switch you saw earlier that was beyond your reach from the ground.

 

Spears retract next to the jump switch column, allowing you to pull down the wall switch there for a timed run you'll do later when all necessary prep work has been completed. For now, use the E dirt mound to get back onto the roof of the nearby building and onto the broken column near the jump switch in the manner described above. This time turn around and take a curved running jump N to grab an upper opening in the structure. Shimmy right or left around two corners and release over the second jump switch to activate it and open a door down below.   

 

Enter the adjacent N building and pull down the wall switch to raise the entrance block once again. Exit and use the E dirt mound once more to reach the roof of the nearby building. Jump W over the obstruction and this time turn right into the opening and take a running jump S onto the entrance block. Turn right and take a running jump E to grab the NE corner ledge. Pull up, enter the alcove and pull down the wall switch to raise two platforms. Use the platforms to reach the ledge against the W wall. Save your game for a banana jump around the broken S column, shoot the jug for a small medipack, jump the gap to grab the crack in the next column (or stand below it on the triangular ledge) and shimmy around two corners to the other side.

 

Now it's time to use that swingpole, and aren't you glad now that you re-arranged those spears earlier. Stand jump to grab the swingpole, swing around and jump to the next ledge. Enter the alcove on your right for a large medipack and jump E to the ledge with the grass growing on it. Pull up into the cracked column, hop down the other side and look up right to see your destination for that timed run that was mentioned a few paragraphs back. Safety drop to the ground, stand in front of the timed SE wall switch and save your game.

 

You have to make your way counterclockwise around this area in the same manner you've done already, beginning with the E dirt mound. Yes, you have to do the banana jump, shimmy around two corners and use the swingpole again, but you've got 60 seconds to make the circuit and get inside that timed SE gate before it slams shut. I would suggest saving in different slots along the way until you get there. It's difficult but not overly frustrating. [Savegame here]

 

Hang from the edge, shimmy left around the corner, hop down to the lower ledge and take a running jump S to the ledge across the room. Shoot a jug for flares, drop to the floor and shoot a jug against the W wall for a small medipack, then drop down the floor hole in the SE corner. Face the N columns, and when the flames are down take a running jump to the first one and continue in one fluid motion with another running jump to grab the second one. Pull up in the corner and time a running jump NW, curving to the left to land on a ledge. Stand at the left corner of the floor hole and jump W to grab a ladder. Hang/drop your way down (I wasn't able to get Lara into a climbing position) and face S.

 

Take a running jump to grab the crack in the wall, shimmy left around two corners and drop to a small ledge. Jump SE to a ledge adjoining one of the flame columns and continue with a running jump SE onto a ledge near an E opening. Don't go there yet, but loop around right and jump up to a ledge with a flaming skull pole. Follow the passage and pull up N. Continue past the opening on your right and hop down to the room below. Go to the plinths for a CROSSBOW and crossbow arrows, pull back out and go to the S end of the passage.

 

Jump to grab the upper crawl space, pull inside and drop down the other side into a small room. Shoot a jug for a large medipack and pull back out. Return to the ledge with the flaming skull and go around to that E opening. Go on through and come to an underground lake. Take a running jump E, keeping clear of the swinging spikelog. Jump E to the left side of the next block and face the spikelog. There's no easy way past it, just stay right or left and squeeze your way to a dark alcove. Pull up left for SECRET #21 and pick up 2 x shotgun ammo and a spare SHOTGUN. Get back down and squeeze past the spikelog with considerable difficulty (I did it by staying right). Look down N to see closed underwater doors.

 

Jump into the lake and do some underwater exploration. Find a NE opening with a skeleton at the entrance and swim inside to find crossbow arrows on a plinth. Look for a floor hole in the N wall and swim down for a small medipack. At the SW corner is an opening that leads down to a small room with shotgun ammo, revolver ammo and underwater levers in the E and W walls (screen shots of those closed doors you saw earlier). Exit to the lake and find another opening in the E wall. Swim down to a trench with a triangular S opening. Follow past three spear traps for SECRET #22 and grab the grenade gun ammo as your reward.

 

Return for air. SW from those closed N doors is a small opening leading to a long passage. When you come to an underwater lever, pull it to open the nearby gate that brings you back to the lake, but continue N into the next room for a large medipack and two underwater levers that open those N doors you've been seeing in the cut scenes. Exit and loop around left into the lake for air. Swim to those opened N doors and enter for explosive arrows and an ANCIENT COGWHEEL.

 

To exit the lake, swim SW and pull out. Jump up NW, but we're not through here yet. Jump back E to the first spikelog ledge, then E to the spikelog block. Stand jump NE to the next block and runjump N to the ledge with the flaming skull pole. Hop NW into the opening and go around to a floor hole with 2 x uzi ammo and a large medipack. Return to the previous ledge and block and runjump SE to the next block (if you stand jump you'll slide down into the water). Stand jump S to grab the block and pull up. Make your way counterclockwise around the ledges, jumping as appropriate, past another swinging spikelog to a N pavilion where a skeleton is awakened. Grab the flares near the cog device and place the Ancient Cogwheel on the vacant peg to open the doors to your left and awaken another skeleton.

 

Stand at the W edge and take a running jump NW onto the slope. Slide and grab, shimmy left as far as you can, go back to the right one grab, pull up and back flip onto the sloped block, jump off (without sliding) with a left curve to land on a flat surface. Hop up NW to the opening and walk inside to face a fiery trench and moving blades. Hop up NW into the alcove, time a hop SW into the next alcove, stand jump NW down into the next alcove, hop up SW into the next one, jump with grab NW to glide into the next one, and finally runjump SW up into the last one. Hop down the other side and emerge above the lake.

 

Drop down S and follow around to face E. Take a running jump to grab the block with the flaming skull pole, pull up and draw a weapon with explosive ammo to deal with the awakened skeleton. Climb the ladder ahead, drop/grab to enter the crawl space (crouch and up arrow keys) at the top and crawl until you can stand up. Pull out into a jungle area and deal with five attacking wolves. Go N to the wooden structure and avoid touching the skull poles (they'll poison you). Face W and use the raised mound to jump up and grab the wooden bridge. Pull up and jump W with grab into the gap in the column. Stand left and take a running jump to grab the upper opening in the W wall. Pull inside and push the floor lever for a flicker that was intended as a cut scene (a cage just lowered outside).

 

Safety drop to the ground, climb back onto the bridge and this time take a running jump E to grab the crack in the column. Shimmy left around the corner and pull up left. Stand jump NE with grab to glide into the corner gap. Take a running jump S and continue toward another cracked column. Take a running jump curving left to grab the crack, shimmy left around two corners and drop to a ledge. Take a running jump W to grab the cage, pull up, turn left and stand jump with grab into the opening in the S wall. Follow around to another opening, jump up to grab the ceiling and monkey swing N to an opening in the W wall. Turn left, release, grab and pull up near a floor lever that lowers another cage.

 

Safety drop to the ground, grab up to the bridge again and hop two times S onto the cage tops, followed by a running jump E to grab the upper ledge. Pull up and find the pushcage against the S wall. Move it N, W, S and W against the S wall between two green mounds. Go to the closed W doors and find a wall switch on the side of the column on their right side. Pull it down to open one of the doors and release two soldiers (uzi ammo and large medipack). Some prep work is necessary before entering the new area, so go to the far NW corner and use the Ornament Key to open a door high overhead. Now run over to the NE corner and look up at the E wall. Combine the crossbow and laser sight and shatter the grated barrier with normal arrows (you should have plenty to spare).

 

Go to the pushcage you moved, get on it and jump to grab the opening in the W wall. Pull inside, turn around and use the two swingpoles (stand jump to grab the first one) to reach the E passage. Take a running jump from the far end to grab the suspended cage. Pull up and stand jump with grab into the SE opening for a small medipack. Hop back onto the cage and take a curved running jump N to activate the jumpswitch to lower another cage.

 

Now all is in readiness for us to start putting that new W room to productive use, so go there and use the short NE crate to pull up into the E opening. Use the two swingpoles to get over to the E passage. From there take a running jump without grab to land on the hanging cage, then stand jump SE with grab to land inside the opening where you shot the grate earlier. Hop down the other side into a crypt, draw a weapon with explosive ammo and run clockwise around the outer perimeter draw out five skeletons. With that source of distraction eliminated, search the various nooks and crannies at your leisure, shooting whatever jugs you can (there aren't many) to find crossbow arrows, flares, a small medipack and shotgun ammo (I think that's all).

 

Go to the SW corner, light a flare and look up W. Jump to grab the crawl space, pull inside and drop down the other side for SECRET #23 and shotgun ammo. Get back out and go to the SE corner. Back flip onto the E slope and jump off to grab a crack in the W wall. Shimmy left around the corner and pull up into an opening. Turn around and stand jump NE to grab another crack. Shimmy right around the corner, pull up into an opening and step forward to find an interior W opening. Don't rush inside or you'll be skewered by spears. Crawl into the next room and take poison arrows, a CROSSBOW and a large medipack from the plinths. Crawl back out and go to the N opening on your left.

 

Hop across into the opening in the next wall and crouch to avoid another spear trap at the crossing. Crawl forward, turn left, stand up and jump across with grab into the W opening. There's no spear trap here, so walk forward to the opening and jump across to grab the crawl space. Pull inside and drop down the other side into a lower room. Shoot three bats and approach the barred window for a flyby through the area outside. Pull up into the W opening and hop down the other side to find poison arrows on a plinth. Return to the previous room, draw your crossbow and for target practice use a normal arrow to fire NW through the bars and shatter the crate sitting atop the stacked crates. More important, aim at those TNT crates down and to the left of those stacked crates. When they explode an important set of doors is opened.

 

Return E to the crypt, go to the W end and use the piled-up dirt to reach the upper W opening. Slide down to a previously visited ledge and go around through that W door you opened earlier. Turn right and go through the opened N doors, drop to the ground and look E to see that the doors there are now open (courtesy of the exploded TNT). Go on through and head toward the lake beyond the crates and engage two soldiers. Return to the W doors and find the small triangular opening in the wall to their right. Go on through and stoop down to pick up uzi ammo. Exit and loop around left to find a crate you can shoot for flares.

 

Pull up onto this block at the low NE corner and jump up NW into the opening. Walk to the N wall, jump up to grab the crack and shimmy right and around the corner. Continue to the far corner and drop down to a small triangular ledge. Take a curved running jump to grab the E ledge and pull up. Hop down in front of closed doors and jump SE to the stacked crates. Continue with a running jump and grab to the S crates where you shot the shootable crate earlier. Pull up for a large medipack and a spare REVOLVER. Drop to the ground and go to the SW corner, to the left of the entrance doors. Find the triangular opening next to the dirt mound and go inside for uzi ammo.

 

Exit, back flip onto the dirt mound and jump off to grab the higher W ledge. Pull up and run forward to a crawl space. Pull inside for SECRET #24 and grab the grenade gun ammo. Get back down, drop to the ground and run to that lake where you met the soldiers earlier. Go around to the left of it and you'll soon come to a cabin guarded by three soldiers. They drop nothing, so don't bother looking. Go up the steps to the landing and hop SW through the open window. There's a crowbar door in the crates stacked against S wall. Open it to create an opening in the wall, find the nearby pushblock on this side of the cabin and push it through the opening to the ground below.

 

Its weight has opened a trap door for later. Hop down away from the hole and go to the S rock wall. Your objective is the opening up to your left. To get there, go to the SW corner, face E and back flip onto the slope. Jump back and forth, using the right arrow key until you land inside an alcove. Jump up to grab the E opening, hang right and pull up in a crouched position so you won't fall back down. Crawl forward, drop down the other side, stand at the NE corner, save your game and take a tricky curved running jump into the opening you noted earlier. Follow around, pull up higher and come to a gap (spears below) with a flame blower on the other side.

 

When the flames subside, jump over for SECRET #25. Hang from the edge, allow the flames to go through another cycle and pull up for the grenade gun ammo. Hop back and grab the edge, shimmy left to the corner, pull up when the flames subside and back flip over the gap. Return to the cabin, drop down through the trap door hole and hop down S to an underground pond. Go to the SE corner and pull the skeleton away from another SHOTGUN. Jump into the pond and swim N to an indoor pool where soldiers are waiting above. Instead of surfacing, swim into the NW opening and follow around through a long passage until you reach a crossing.

 

Continue straight S into a room with an underwater lever on the wall to your right. Pull it, swim back N and turn right (E) at the crossing. Swim up and into a narrow passage where a block lowered. Surface near the cabin and pull out of the water. Go to the windmill, stand between it and the cabin facing E, press the action key to ride the paddle wheel up and jump off to grab the stacked crates. Pull up, jump N with grab to the N opening, follow to a crossing and crawl E and S for an extra CROSSBOW. Go back to the W opening and take a running jump across the gap to grab the ledge on the other side. Pull up in front of a closed gate, light a flare and loop around left in the dark passage to activate a jump switch.

 

The gate opens on the far side of the cabin, but so does a door in the N wall of the gap you just now jumped over. Take a standing jump NE into the opening for SECRET #26, pick up the grenade gun ammo and jump back to the opened gate. Jump S over the railing and go through the open door on your right. Shoot a soldier who opens the SW door and comes in to challenge you. Search the SE cabinet for the RED CODE CARD and uzi ammo, bringing two more soldiers to attack you. Exit SW, turn right into the next office, shoot the crate up SW and hop into the alcove for shotgun ammo. Continue W down the hallway and note the wall receptacle (blue, not red). Go around the corner and shoot the crate for uzi ammo, then go down the steps.

 

Loop around and shoot the crate for a small medipack, then go past a code card receptacle and down the next set of stairs to that indoor pool you swam through earlier. Engage four soldiers, two of whom drop a small medipack and uzi ammo. Find the pushblock in the E wall and move it around the column after shooting the barrel that's in your way. Hop up and pull the higher pushblock away from the SE corner, then hop up into the revealed alcove for SECRET #27 and more grenade gun ammo. Go back upstairs to that receptacle you passed by earlier and watch the E door open before you have a chance to insert the Red Code Card.

 

Go down the hallway and stick your head in the S and N offices to draw the attention of a half dozen soldiers, one of whom drops the BLUE CODE CARD. In the S office, search the NW shelves for 2 x shotgun ammo, go to the SW corner and hop up onto the crate. Hop down the other side and enter the crawl space to a small room. Shoot the crate for revolver ammo, return to the S office and go across the hall to the N office. Search the shelf for a small medipack and shoot the NW crates for UZIS.

 

Go back upstairs and use the Blue Code Card in the SW receptacle you noted earlier.  Enter the next office and shoot two soldiers. There are two pushblocks in this room. Move the lower one to the NW corner, blocking the doorway, and push the upper one into the corner to reveal a ceiling hole. Pull up into the attic and shoot a bat or two. The crate hides more UZIS and another bat attacks. Crawl around the short crates in the NW corner for a small medipack. Shoot the SE barrel for shotgun ammo. Pull the NE pushblock away from the corner, go around and shoot the crate for the INCA FIGURE HEAD.

 

It's time to leave the cabin, so return to the SW floor hole, drop down to the office below, exit E to the adjacent office and drop down to the ground outside from the open window. Two soldiers are roaming about near the lake. Go to the waterfall you can see in the distance SE. Just beyond the water curtain you can jump up right into a S opening. Crawl into the niche for shotgun ammo and get back down. Exit the waterfall, run to the W stacked crates and climb to their top. Jump S to a lower ledge and hop up higher. Walk as far E as you can and take a curved running jump down to the ledge near the jutting tree. Follow the ledge around to the other end and jump NE to the top of the waterfall.

 

Hop down into a small pond, combine the Inca Figure Torso and the Inca Figure Head, and place the INCA FIGURE in the receptacle to open one of the E doors. As you're pulling up to trigger a flyby through the room ahead, the door slaps you rudely in the rear end as it closes. A boss serpent monster has been spawned, and to assist him two wraiths also give chase, giving you little chance to catch your breath and get your bearings.

 

You've accumulated ample firepower by this time, so run toward the boss while drawing a powerful weapon and crouch so that his deadly bolts go over your head as you fire continuous rounds into him. When he dies, the wraiths also disappear. Go to the NW corner of this room and pull the skeleton away from a SHOTGUN (a hint, perhaps, that your battles are not yet over). Go to the SE corner, hop into the window and jump up NE into the crack in the column. Turn around and jump to grab the S ledge, shimmy right along the crack and pull up in front of a wall switch that raises a cage to your right.

 

Shimmy back left to the previous ledge, pull up and jump to grab the crawl space in the E wall. Pull inside and crawl around to another opening. Hang from the other side, shimmy left and around four corners, then pull up into an opening. Hop down right for a small medipack, pull out N and walk through the short passage ahead. Hop down NW onto a ledge and pull up into the N opening. Hop down and go around to a lower ledge. Save your game for a banana jump W around the obstruction, then jump through the gap to the NW corner.

 

Follow the ledge W, shoot the awakened skeleton (as a bonus, the grenade I used "froze" the blade traps) and continue around the corner to the S ledge. Hang from the edge and shimmy left past the obstruction. Pull up, face W, stand close to the wall, back flip onto the slope and jump off to land on the ledge above. Take a running jump N to grab the cage, pull up and take a running jump to grab the W ledge underneath a wall torch. Pull up and follow the ledge N to awaken another skeleton. Continue around and jump to a pointed rock jutting from the N ledge. Take a running jump S to grab the next cage, pull up and go to the SE corner. Face E, jump up and grab the opening.

 

Pull up into a cramped space, hang from the S edge and shimmy right until you can pull up into another cramped space. Save your game and stand jump SE to grab a crack in the wall. Shimmy right and around the corner and drop down into an alcove with a wall switch that results in a flicker intended as a cut scene, although you can hear a door opening. Take a running jump NW with grab to land inside the previous opening, drop down E onto a cage and take a running jump N to grab a ledge where you'll find another wall switch. This one causes a sound somewhat like a door opening, but it lasts longer (probably another cage is raised or lowered). 

 

To proceed, use the trick of questionable legality by standing with your back to the edge, hopping back and waiting until you clear the edge before hitting the action key so that you glide down onto the ledge below. Go through the opening, hop up E and drop down to the ledge below, hop S to grab the opening, pull up and turn around. Jump NW to grab the higher ledge and pull up. Turn around and hop SE into the passage. Continue S, hop up into the opening and slide down, continuing to move S until you reach the corner where you'll find revolver ammo.

 

Back up a bit, face W and take a running jump to grab the cage. Pull up, turn left and take a running jump S to grab the ledge. Pull up, turn left and pull up E, turn around and jump W to grab the higher ledge. Pull up, hang from the edge and shimmy right along the crack until you can pull up. Save your game for a difficult banana jump W around the obstruction to grab the low point of the W ledge. Pull up, run N past the blade traps that don't seem to be working, hop to the N ledge, save your game for another banana jump E around the obstruction, go through the triangular opening and take a curved running jump SE to grab a crack in the column. Shimmy right around two corners, pull up, jump S over the obstruction, jump over more obstructions and take a running jump S up into the opening.

 

Crawl through and hop down right for SECRET #28, a large medipack, shotgun ammo and explosive arrows. Activate the E jump switch to open the trap door at your feet. Pull up into the crawl space ahead, crawl right and drop down into a passage where a skeleton is waiting. Shoot the jug at the end of the passage for flares and stand at the SW corner of the ledge. Take a running jump to grab the crack in the S wall and shimmy right and around the corner to drop into an alcove. Time for yet another banana jump. This one is to get you around the W obstruction. When you get there, jump up W into another triangular opening and follow the passage to an opening.

 

For the last secret in this game, turn around, go back and slide down to where you jumped up a moment ago. Take a curved running jump slightly NW down to a ledge near the SW corner. Pull up left, hop down and follow the ledge to an opening. Take a running jump completely through the opening, because if you land inside you won't be able to get out. You hear the chimes of SECRET #29, so pick up the small medipack and shotgun ammo as your reward for the diversion, jump back through the opening and return to the Secret #28 ledge.

 

Safety drop to the floor near a large pit. Stand facing E where you slid down, back flip onto the slope and jump off to grab the first of two swingpoles. Use them to get across to the E ledge, shoot a jug to your right for uzi ammo, go N a bit and hop up into the E alcove to find a receptacle for your Ornament Key. Watch the flyby, hop down and go back a bit to face that E wall switch you probably noticed as you walked past it.

 

The switch is timed, so save your game before pulling it down. Reverse roll and run clockwise around the pit, using the raised platforms to save precious time, and jump off the last one curving right to grab the N window. Pull up, hop down E and go through the boss room toward the treasure room, where another boss serpent monster is spawned along with two wraith buddies as the doors close. This boss seems harder to kill than the first one, but you've got plenty of ammo so keep at it. When he dies the wraiths disappear and the treasure room doors re-open. Go on in for a concluding flyby.