NECRO'S DOMAIN 2 - THE CRYPT

Level by Lee Dunning

Authorized walkthrough by Phil Lambeth


Begin standing next to an inoperable Jeep in a wall-lined outdoor passage. Run forward a short distance to bring the ninja ahead out of hiding. Draw pistols and kill him, then jump up to grab the first pillar in the south wall to your left. Step forward and angle to the right. Take a standing jump SW to the adjacent block. Turn right and take a standing jump to the higher block west. Walk forward to the corner and take a standing jump west to the next lower block. Step forward and take two successive standing jumps to the next blocks west. Another ninja will emerge from hiding down to your right, so get rid of him. When the coast is clear, aim for the right corner of the next ledge west and take a running jump to it. Walk forward and take a standing jump down to the next lower block. Walk forward and take a standing jump to the ledge, and walk to the other end and take a running jump west to the stable slope. Run off into the opening, turn left and run toward the crossbow arrows for SECRET #1. Pick them up and reverse roll. Run to the wall, climb up, pull up and slide down to the valley floor.

Turn left and run toward the two palm trees. Turn right and continue running north past the blocks until you alert another ninja. Kill him and turn right to continue following the valley. You'll trigger a lingering flyby that takes you on a visual tour of what looks like an Egyptian subway station. When camera control is restored, run forward past the blocks east to the structure. Yes, it's possible for you to climb on the blocks near the corners of this vast open area and jump to the adjacent pillars, but there are no goodies there for you to acquire. Therefore, go to the steps leading down into the subway station and go there. There are closed double doors in the east wall. However, the HAND OF NECRO is lying in the sand right in front of its receptacle, so pick it up and place it to open the double doors.

Enter and run along the wide passage until you reach a large indoor pool. An opening on the far side is too high for you to reach at present, so turn right and jump into the water. Swim through the SE opening and follow the passage until you reach an intersection. Turn left and pull out into a small room. Throw the floor lever to start a minor earthquake indicating a change of configuration in the pool room you just left, and jump back into the water. Swim west along the tunnel and pick up the large medi-pack when you reach the end. Flip turn and swim back the way you came and return to the pool room (pause for air on the way if necessary).

A ledge has materialized in the pool, so pull up onto it and run to the north end. Pull up onto the ledge and enter the north passage. Duck down to avoid the dart gauntlet ahead and crawl to a dark room with pillars of various sizes at the corners. Pull up onto the shortest one at the SE corner and take a running jump and grab to the next one north. Pull up and take a running jump and grab to the taller pillar in the NW corner. Pull up and take a running jump to the next pillar south. Step forward, pull up onto the higher pillar ahead, turn to face the west wall and step back to the corner. Angle slightly to the right and take a standing jump and grab to the crack in the wall. Shimmy to your right around a number of corners (seven, to be exact) until your fingers start getting tired. You'll keep getting higher and higher, and eventually you'll come to a dark opening south where you can pull up.

Stand at the corner facing NNW and take a running (not standing) jump and grab to the ledge jutting out of the west wall. Pull up, turn to your right, make sure Lara is lined up squarely with the facing ledge, and take a running jump and grab across the gap. Pull up and climb the ladder ahead. Pull up into the opening and listen to the heartwarming sound of mummies retching. Hop down into the room ahead and, before the mummies can get organized, look up at the ceiling. You'll see three numbers: 26, 5 and 2. Write them down, then run past the two mummies to your right. Enter the passage in the south wall and the door ahead will open automatically. There's a third mummy in the next room. There's also a ramp to your right, but run straight forward into the dark SE corner and pull up into the crawl space.

Lower Lara down the other end and run past the open west gate into the passage. Follow to the STAR KEY, pick it up and return to the crawl space. Go to the other side, run up the ramp to your left (you hear both gates thudding shut behind you) and save your game. As you approach the top of the ramp you'll trigger a spike ball from up ahead before you reach the bend to your right. As soon as you make the turn, look for an opening to your right and duck inside before the spike ball reaches you. (Interesting physical effect: once you run up the ramp past the mummy and through the opening, there's no way to get back.)

When the boulder has rumbled past, climb out and resume your trek up the ramp north. Step into the opening on your right and vault up onto a ledge even higher up in this very deep pit with the pillars down in the corners where you began your trek. Face NE and take a running jump to the ledge in the north wall and climb the ladder. Pull up, run forward and hop down into a room with four statues resting on numbers similar to the ones you saw on the roof in the previous room. Move the statues if necessary to confirm the numbers, then write them down in order, reading left to right, next to the list you previously made: 21, 12, 1 and 14. Then use the Star Key in the receptacle in the east wall to open the door. Follow the passage to the right into SECRET #2. Evade the mummy long enough to pick up the crossbow arrows, the large medi-pack and the shotgun ammo. The statutes can be moved, but for no effective purpose.

Return to the previous room and go through the west opening. Deal with two ninjas in the next room, then run up the south ramp and turn left. Continue until you reach what looks like a sheer drop into the deep pit. However, there's a hidden ledge here, so hit the action key and up arrow to climb up onto that ledge. Angle to the left and take a running jump to the ledge in front of the next ladder north. Climb to the top, pull up and follow the passage into a room with tiles marked with letters (mostly) and a few numbers. Don't just run forward boldly without thinking about what you're going to do. Even though the tiles aren't hidden death traps, if you step on the wrong one the open door on the far side of the small room west (behind the column) will slam shut.

Look at that list of numbers you made. Even though there are numbers on the tiles corresponding to the ones on your list, there's a secondary puzzle involved here. What you need to do is make a word out of your numbers, with 1 standing for A, 2 for B, and so on. When you do that, you come up with the word "ZEBULAN." (The builder explains that this is the name of one of the characters from his work entitled "Necromancer.") Look for the Z on the front row and start from there, jumping to the correct tiles in sequence. It might be a good idea to save your game before you begin, as you'll cause the door to shut if you jump from too close to the edge of a tile. (I found it possible to make the jumps safely with only one mid-course correction.)

When you reach the open door, go on through and jump into the deep shaft down into a pool of water. Swim through the passage into a large submerged valley, go to the other side, surface and pull out onto the ledge. Run forward through the short passage into a room with a large indoor pool. A ninja starts shooting at you from ahead and to your right, so eliminate him. Don't jump into the water, as there's no place for you to pull out. Instead, go around to the right, where the ninja was, and go through the opening in the north wall. The dark floor tiles in the next room are deadly, so take running and standing jumps to the safe tiles as necessary to collect some shotgun ammo and crossbow arrows. Use a banana jump to reach the small medi-pack in the SE corner, as you'll set yourself on fire if you attempt a straight jump from the tile that's against the east wall. (Getting back involves a tighter jump, but it can be done.)

When you've gathered all the goodies, jump to the opening at the NW corner and follow the passage to the right and follow until you reach a new room with an empty pool. There's a ladder to your left, so use it to climb down to the bottom of the pool. Throw the floor lever in the opposite corner to open a gate in the passage above, then use the ladder to climb back out. Go back along the passage and continue until you reach another floor lever. Throw it to fill the pool in the previous room, then go back there. Jump into the water, swim to the other side and pull out onto the east ledge. Enter the opening there and go through the doorway you just opened into as passage with a bridge to your left and a shaft with a ladder to your right. Turn to your left and start running along the bridge, and you can hear the faint sound of a door opening ahead and to your left.

When you reach the open doorway, turn left and take a standing jump with grab so you'll land inside. Run forward as the door slams shut and throw the floor lever. Hop back, run into the alcove and safety drop to the floor below. Reverse roll and follow the passage around to a ladder. Climb up to find yourself back at the beginning of the bridge. Run forward to the other side. The door to your left will open again, but of course you can ignore it this time. Follow the passage into a new room and kill the ninja ahead and to your right. Go inside the alcove where he was and throw the floor lever to open a gate across the room and release another ninja. Kill him, then go into the NE alcove and throw that floor lever. Yes, another gate opens, and out pops another ninja. Do your thing, then throw the floor lever in the SE alcove. Kill one more ninja, then enter the NW alcove and take the CARTOUCHE PIECE 2 from the plinth.

Exit this room and run back across the bridge. Return to the pool, swim across to the other side, pull out and follow the west passage until you reach the turnoff to the fire tile room. Cross it by hopping to the safe tiles, then run to the larger pool room and go through the opening in the south wall. You find yourself in another fire tile room similar to the one you navigated earlier. Hop along the safe tiles to get a large medi-pack and the CARTOUCHE PIECE 1. Return to the pool room, turn left and go to the closed double doors in the west wall. Combine the two pieces to form the BA CARTOUCHE, and insert it in the receptacle to open the doors. Follow the passage into a decorated room where a long flyby accompanies a narrative delivered by Lara. When camera control is restored, run to the plinth and grab the EYE PIECE to open the NW door, then go there and slide down a long slope to end the level just after reading the builder's Burma Shave-esque posters thanking you for playing his level.