CATACOMB TOWERS
Level
by René Brooymans (Piega)
Authorized
walkthrough written by Phil Lambeth
Lara begins by sliding down
a slope to come to rest on a flat spot overlooking a large underground room. Turn
around and look back up the slope and steal a glimpse of the outside open area
that's now tantalizingly out of reach. There's no way you could know this now,
but that open area--or one very much like it--leads to the exit trigger that
serves as your ultimate goal as you progress through this level.
Turn toward the SW and take
a couple of standing jumps until you reach an alcove up in the south wall. Step
inside and claim the shotgun
ammo. Jump down to the
uneven floor and run up the sloped blocks near the NE corner and hop down into
the hole for a small
medi-pack.
Climb out of the hole and
locate the rubble piled up against the east wall. Take a standing jump to it
and turn around. Jump straight up to grab the ceiling, then monkey swing over
to the nearby west wall (making a dogleg to the right as you do so). When you
reach the wall, release and immediately grab the climbable surface. Shift to
the left until you reach an open area, then climb up as high as you can go.
It's difficult to see anything in the darkness at this point, so continue
shifting to the left, around the corner, until you can go no further, then
climb up until you see an opening in the ceiling. Pull up into the small room
above for SECRET #1 and locate the CROSSBOW on the pedestal. Then go up the stairs
on either side and pick up two quivers of crossbow arrows and some shotgun
ammo. Finally, go into
the short hallway to the east and pick up the large medi-pack in the corridor. Go back to the hole in the floor, drop back and
grab the edge, climb down until Lara is hanging from the bottom edge, and
safety drop to the floor.
As you explore this room
further, you'll find an opening in the dark SW corner that can't be reached
from down where you are. So reverse roll and run down to the other end of the
hallway. Scramble up the rubble and take a standing jump up to the NW corner.
Turn around and jump straight up to grab the monkey bars. Monkey swing across
to the other side (hit the look key to restore camera control if you need to)
and drop down into the alcove. Pick up the SHOTGUN, which will come in quite handy when dealing with the skeletons
you'll encounter early and often.
Safety drop to the floor,
turn around and go through the archway to the north, and throw the floor switch
to your left. This opens a door in the next room, past the next archway, up a
short ramp to your left. Go through this opening and run up the longer ramp
until you reach the top. Turn to the right and allow Lara to slide down the
long slope and into the room below. Dodge the skeleton you've just awakened and run forward into the next room. In the west alcove separating the two
rooms you'll find some uzi ammo. If you want to save your shotgun ammo, you can drop down into the
large central pit with the grated floor and catch your breath, as the skeleton
won't come down after you. Or, if you prefer, simply blast the skeleton into
the pit with the shotgun. Note the water flowing beneath the grated floor in
the pit.
There's a door to the north
that's now closed, and you can see a receptacle to its right for an artifact
you don't yet have. So run over to the open doorway near the SW corner of this
room and locate the ladder just inside and to the left. Climb about halfway up
the ladder and back flip to the next higher level. You can see a Golden Star on
the west wall over a platform, but you don't yet have the crowbar you need to
pry it off the wall.
Hop into the east opening
to the left of the ladder. Take a
running jump east and grab the opposite opening. Pull up for some flares,
then return to the west opening. Jump
back to the ledge, turn around and jump up into the SE opening. Turn to your right for a view of the room
below where the skeleton is wandering about in frustration (assuming you
haven't already dealt with it). Take an angled jump to the right down to the
roof and locate another ladder in the NW corner.
Climb the ladder and pull
up at the top. Jump down and you'll see a hole in the floor that overlooks the
Golden Star you just now bypassed. You could jump over the hole and enter a
passageway to the west, but let's save that for later. Instead, turn to the
right and vault up onto the low spot between the two pillars. Take a running
jump and grab across the gap to the east. Pull up, step forward and throw the
floor switch. A cut scene shows a door opening elsewhere.
Step up onto the parapet to
your right, turn around and hop back to grab the southern edge. As an
alternative, you could safety drop from the north side onto the ledge below, at
a cost of some health. There's some shotgun ammo in the window alcove, and two stashes
of uzi ammo on the ledge. Shimmy past or take banana jumps around the protruding tongues to
progress, and safety drop to the main floor when you're done (at the cost of
additional health) and get back up as described in the previous paragraph. Locate the ladder in the corner and climb down to the roof below.
Note for later the closed door in the north alcove. Since there's nothing more
to do here right now, climb back up the ladder, turn left and vault up onto the
parapet behind the floor switch, and take a running jump and grab to the other
side. Vault up onto the parapet to your left and climb down the ladder in the
corner. Take a standing jump and grab to land inside the opening. Turn to the
right and take an angled standing jump to grab the ladder. Climb all the way
down to the anteroom of the large area being patrolled by the skeleton. (If
you're lucky, and if you didn't ban him to the pit earlier, you'll find that by
this time he's buried his head in a wall somewhere and won't pose any further
danger.)
Directly across from the
ladder a door is now open. Go inside and take a hairpin turn to the right.
Enter the dark opening and run down the stairs. You'll soon arrive at the body
of water you glimpsed through the grated pit above.
Jump into the water and
start swimming east past the pots and the pillars. There's a nearby opening to
your left where you can pull up, but right now the door is closed. Swim to the
other side of this little canal and climb out onto the stairs. Take the stairs
as they wind up and to the left, until you reach a small room lit by a wall
torch. Go through the doorway to the west, and the door to your right opens as
you approach (awakening another skeleton in
the process). Note also the ladder ahead and to your left. Climb up the ladder
and back flip about halfway up to reach the next higher level. Locate and throw
the nearby floor switch. A flyby shows a door opening behind you; it ends at a
floor switch you threw earlier, and you see a door opening in front of it.
Jump back to the ladder,
shift to the left and drop down into the opening. Take an angled standing jump
down to the roof to your left and climb up the ladder in the corner. Pull up,
turn right at the floor switch and go through the open door. Run down the dark
tunnel, turning left and then right.
You emerge in a mid-sized
room that's peppered with platforms in a sort of hopscotch layout. Note the
four pinkish floor squares that stand out from the rest of the floor. On either
side of the doorway is a large structure that can be moved. Drag and push each
one in turn to rest on the nearest pinkish square. When the second structure is
so placed, a door up on the south wall opens. Now push and pull the two structures
to the other pinkish squares, whereupon a block is raised below the open
doorway so you can access it.
As soon as you climb up
from the block into the doorway, two retching mummies come up in an effort to bar your entry, so run forward quickly and
climb up onto the central structure to claim the PHAROS PILLAR.
Then turn around, jump down
to the floor and run past the slow-moving mummies to return to the previous
room where the mummies won't follow. Hop down to the floor and turn left.
You'll see that a new corridor has opened up to the west, revealing another
pinkish square at the end. Go to the movable structure against the north wall
and pull/push it as necessary to bring it to rest on the new pinkish square.
After a mild commotion behind you, reverse roll and run all the way to the
other side of the room. The face-mural formerly covering the east wall has
divided, allowing access to an opening. Pull up into the opening, hop down into
the small room below and take the LASERSIGHT
from the pedestal for SECRET
#2.
Return to the previous
room, climb up onto the block and into the room where you picked up the Pharos
Pillar, and jump up onto the central platform as a sanctuary from the mummies.
Look down to the west and
you'll see a crawl space with the crowbar and an open door to its right. When
the coast is reasonably clear, hop down and pull up into the crawl space to
claim the CROWBAR. You'll be tempted to turn around and
attempt to back out the other side to safety, but that doesn't work. Nice try.
So back out and drop back into the room with the mummies, then dash around them
and through the open door. At least one of them will follow you out into the
tunnel, but not down to the lower ramped hallway.
Run down the ramp to your
right, hugging the right or left wall to avoid the dart gun ahead, and return
to the arched opening. Keep running ahead, and up the other ramp, and slide
back down into the room formerly patrolled by the skeleton. Run north into the
larger room and make a hairpin turn to the left into the smaller room with the
ladder. Vault up onto the platform, climb up the ladder and back flip to the
next higher level as you did before when you get about halfway up. Turn around
and vault up onto the platform. Use your crowbar to pry the GOLDEN STAR off the wall. The animation used by
Lara here is most unusual.
Reverse roll and step
forward to face the ladder. Take a standing jump into the portal to the right
of the ladder, then turn right and hop down to the roof. Head to the near
corner and climb up the ladder. Pull up onto the parapet and swing around the
column into the west tunnel. At the intersection, a turn to the right brings
you to a slope that's too steep to climb. Take a left and turn right at the end
to face a central column in a very deep room. The green-lit top portion is
adorned with a pedestal on which sits an artifact for you to get.
The column is too far away
for you to reach with a running jump and grab. Instead, turn around and hop
back to grab the edge. Release and immediately grab the crack directly beneath
you. Shimmy to the left a short distance until you can pull up into a crawl
space. Crawl forward through the tunnel and take a left at the bend. When you
reach the end you'll be able to stand up. Hop down into the hallway and make a
hairpin turn to the left just before you reach the stairs. Push the black-lined
panel with the face in the center, to raise a block in the opening below, then
reverse roll and go down the stairs. Turn left at the bottom of the stairs to
encounter another mummy. Stun it momentarily with a blast from your shotgun,
and climb up into the opening. (Be careful here, as the mummy can and will
follow you up onto the block and push you forward to your death.)
Take a running jump and
grab to the stairway that wraps around the central column. Pull up and wind
your way up the stairs until you reach the pedestal. Take the PHAROS KNOT and look for a way to get back out.
Let's see now, do we try to jump to the open doorway to the east? Nope,
screaming death. Well, why not just go back the way we came? Because when you
back out of the crawl space to the crack in the wall, there's nowhere to go.
But wait! There's a hole in the ceiling above the pedestal. Sure enough, Lara
can pull her way up to the roof. Surely she's high enough now to reach that
open doorway to the east. Nope, screaming death again.
Go to the east edge of the
roof, facing the north wall, and jump up to grab the monkey bars. Monkey swing
a short distance forward until you reach the corner of the roof below you, then
turn right and follow the row of white tiles embedded in the ceiling. Make a
circle around the far side of the block that juts down from the ceiling to your
left, then when you get to the other side turn to the right and go around the
far side of another block jutting down to your right. You'll hear some music
that lets you know you're on the right track. Monkey swing all the way over to
the opening in the NE corner and drop down into it.
Step forward and slide down
the slope that was too steep to get up from the other side. Go through the east
tunnel, hop over the hole in the floor, and climb down the ladder on the other
side of the parapet to your right. From the roof below, take a standing jump
into the window and use the ladder to climb back down to ground level. Go into
the large room with the central grated pit, and use the Golden Star in the
receptacle to open an upper door in the north wall.
Climb up into the opening
and hop down into the hallway ahead. Look up and to your left, and you'll see a
crawl space. Jump up and grab the edge, pull inside and crawl forward until you
reach an opening to the right. Lower yourself into the next room with a small
fountain for SECRET #3. Locate the alcove in the SW corner
and vault up into it. Climb up into the opening ahead and hop down into the
hallway. Safety drop from the opening at the end down to the water-covered
stairs. Turn to the south and the door ahead will open as you approach.
However, before leaving
this area turn around and swim down, making a hairpin turn to the right to
bring you to a sunken room where you'll find the REVOLVER on a pedestal in front of the grate.
After picking it up, go back and drop down into the little canal you navigated
earlier. Swim in either direction to the stairs and climb out of the water.
Combine the Revolver and the Lasersight and shoot the underwater pots for some
goodies: near the west end you'll find some explosive crossbow arrows, and near the east end a small medi-pack.
Now make your way back to
the large room with the central grated pit. Climb up into the north opening as
you did before, and hop down to the other side. Turn right and go through the
twin arches into a small room. There's another crawl space up in the SE corner;
jump up to it and lower Lara down the other side. Turn left and run to the end
of the short tunnel for some shotgun ammo.
Return to the previous room via the crawl space. Reverse roll and run through
the archway ahead, then turn left and run through another one.
Climb down the pole in the
next small room. Hop down off the platform and run through several archways to
the north until you reach a new immense room. An extended flyby gives you a
preview of the tasks that follow. Take some time, if you wish, to explore this
area. If you turn right and run all the way down to the archway near the SE
corner, you'll locate a hole in the anteroom and a ladder you can climb down,
but the door at the end of the short watery tunnel is closed right now.
There's a similar archway
near the NE corner. This anteroom also ends with a closed door. In the north
wall you'll find two door niches right next to each other that are presently
blocked. There's nothing on the west wall but a couple of grated windows.
Having made a complete
circuit around the outer part of the room, it's time to explore the interior.
The first thing you notice is a central pool surrounded by a square parapet and
massive columns. Jump into the water and notice the device in the center of the
underwater platform. Swim through the opening in the east wall, zig to the
right and enter the next room, then turn left. Pull up onto the ledge and throw
the floor switch to open the double doors you saw in the north wall.
Drop back into the water
and explore this underwater maze. You'll find some shotgun ammo in an alcove, and there's an air hole
near the SW corner. Nearby is an open door that was closed when you first
arrived, so swim through and locate another air hole where you can pull out.
Going to the west leads to a quick dead end; going to the east involves a
longer path and an eventual small medi-pack. Jump back into the water and locate yet another air hole in this
little maze that brings you to the now-open door leading to the ladder allowing
a return to the anteroom in the SE corner. When you step back into the large
room, you get a quick cut scene of two skeletons emerging from their graves, one to your right and the other
straight ahead.
Either annihilate the
skeletons with your crossbow and a single explosive arrow, or lure them to the
edge of the central pool and blast them over the edge with your shotgun. Or, if
you prefer living dangerously, simply dodge them while you run toward the north
wall. Dash inside the left doorway that you opened with the floor switch (the
right doorway is for later), then immediately turn left and run west down the
hall. The skeletons won't follow you into the next room, so take a few seconds
to catch your breath before venturing on. Pick up some shotgun ammo in the NW alcove opposite the hallway,
then enter the torch-lit room. Next to the torches in the south wall are
receptacles for your Pharos artifacts. Use them to open the large door between
the receptacles.
Enter and turn left to run
down the hall. Then turn right, whereupon the door behind you closes and a mild
earthquake ensues. Step inside and note that you're behind one of those grated
windows you noted earlier in the west wall. Climb up the ladder opposite the
window, pull up and throw the floor switch in the alcove ahead to begin the
process of raising the water level in the central pool outside. A door in the
south wall also opens, so climb back down the ladder and and go through the
open door to a small room with a central water hole.
Jump into the water, and
you'll find yourself in what appears to be an underwater burial chamber. Locate
the air hole in the SE corner and pull out. Turn left, step down, turn right
and locate the ladder to your right. Climb up and throw the floor switch in the
alcove ahead, and you'll hear more sounds of running water.
Climb back down, and the
exit door in the east wall is now open. Pause for some uzi ammo on the central platform before
exiting. You'll come to a room with three columns. Climb up the ladder in the
NW corner. Pull up, shoot a jar on the central platform for some revolver ammo, cross the room past the columns, and
climb down the ladder on the other side. Reverse roll, run down the hall and
make a hairpin turn to the right to locate the next ladder. Climb up and throw
yet another floor switch in the alcove to your left.
The skeletons are now
awaiting you down below if you didn't deal with them earlier, so get down
quickly and make your escape through the now-open door in the north wall. Turn
left and return to the large room as the skeletons give chase. Thwart them by
jumping into the central pool, where the water level now comes up nearly flush
with the ledges.
Swim down toward the device
on the underwater platform and look up to see an air hole you couldn't access
earlier. Pull up into a little room and climb the pole in the NE corner. Back
flip into the next higher level. Climb up onto the block and push the panel
with the face in the center. A cut scene shows you an area outside, and a door
opens in the north wall. Take a standing jump and grab to land inside the
opening. At the end of the walkway ahead you can see a closed door between the
torches and pillars, so obviously some additional work is required.
Hop back down into the room
and climb back down the pole. Jump into the water and climb out at the north
ledge. If you're lucky the skeletons won't be patrolling nearby, so you can run
forward without fear of injury into the open doorway to the right. Turn right
and run up the ramp; at the top, turn right and run up the shorter ramp. Hop up
onto the adjacent ramp and turn right to face south. Save your game here, just
in case. Run up the right side of the double-wide ramp, and two spike balls
will come careening down toward you. As soon as the first one passes by to your
left, take a side flip to the left (or simply zig quickly to the left) to avoid
the second one that's dead ahead. Continue to the top of the ramp and hop down
into the hallway. Turn right and head down the hallway, and another skeleton will be resurrected directly in your
path.
You can push the skeleton
back with repeated blasts from your shotgun, until he falls off the edge of the
walkway ahead, or, if you still have some explosive arrows, you can simply blow
it away. If you wish to save ammo, however, you can bull your way past the
skeleton in these cramped quarters, but expect to suffer some loss of health.
As you emerge onto the upper walkway, your path will be blocked by a
rook-shaped column, so kill two birds with one stone by hanging from either
edge and shimmying past the obstruction. (The skeleton won't bother you while
you're hanging.) Continue around a number of corners until you reach the
walkway on the other side of the central structure, then pull up and run to the
far end. For some reason the skeleton won't follow, and after a while he'll
take up a walking-in-place stance somewhere near the central structure and
won't bother you any more.
In the meantime, enter the
NE alcove and use your crowbar to pry the GOLDEN STAR off the wall (same weird animation). Then run back down
the walkway and note the closed trap door in the middle of the central
structure. Continue forward, drop and grab the edge of the walkway and shimmy
to the other side of the rook-shaped column. Pull up and push the column all
the way to the north end of the walkway until it comes to rest on the pinkish
square. A cut scene shows a door opening and two wraiths being released in search of you.
Reverse roll and run past
the bewildered skeleton and the two wraiths that are now headed your way. Go
into the hall beyond the walkway and turn left at the ramp. Run down the ramp
and look for an open window on your left. Step out onto the structure and run
forward off the edge for a harrowing short cut (and a long fall) down to the
water. Swim down to the device in the center of the underwater platform and
wait for the wraiths to implode themselves upon it.
Now that you're down here,
grab some air and swim into the opening in the east wall to revisit the
underwater maze. Make your way back to the SW corner and locate a long vertical
shaft where (before you raised the water level) there was only an air hole.
Swim to the top of the shaft, cross over and swim down the other side to access
a small room for SECRET
#4. Pick up the HORSEMAN'S GEM from the platform and quickly find
your way to the nearest air.
Then return to the central
pool and swim to the north ledge, pull up and run past the two lower-level
skeletons into the doorway to the right. Head back up the ramp and turn right
into the opening you so hurriedly used just now.
Walk out to the edge of the structure and take a standing jump to the
ledge below, the one that surrounds the central shaft. Walk around and face the
north wall (which has a flat ledge as opposed to the arched structures on the
other three sides). Take a running jump and grab to the ledge. Shimmy to the
right and around the corner past the column, and pull up. Locate the opening in
the corner and pull up into it. Place the Horseman's Gem in the receptacle at
the end of the short tunnel, and the door to your right will open. Go inside
the next room for SECRET #5 and a
veritable treasure trove of goodies lying on pedestals: The GRENADE
GUN, a large medi-pack,
some revolver ammo and some shotgun
ammo.
Exit back to the ledge, hop back and grab the edge, and shimmy left
around the corner until you reach the center of the north face. Safety drop to
the terraced walkway below and run forward and vault up into the now-open
doorway. Hop down and climb up onto the pedestal in the next room to claim the MECHANICAL
SCARAB WITH KEY (which you'll
need to play Piega's next adventure, Black Palace). When you pick it up,
a door on the other side of the room opens.
Go inside, and you'll find your way blocked by a gap that's too wide to
jump across. But to your left you'll see a receptacle for your Golden Star.
When you place it, a rope magically appears in the center of the room. Use it
to swing to the other side. Go up the stairs, winding your way to the right,
until you reach a ladder. Climb up into the opening and step forward carefully
into the crisp outdoor air. If you're a completist by nature, hug the wall to
the left and make your way to the corner for a small medi-pack.
Then turn and walk toward the center of this outdoor area to activate the exit
trigger and bring this fine level to an abrupt conclusion.