LITTLE TOMB OF
Level by Terry Barrett (Dhama)
Walkthough
by Phil Lambeth
Lara slides down into a sloped passage. Continue down, but do so
hurriedly and scamper to your right at the bottom to avoid the chasing spike
ball. Continue through the passage until you reach a gauntlet of spike traps. They
don't pose a major problem; if you continue running after pausing briefly at
the start, you should stay just behind each rising set of spikes, which will
then lower just as you reach them.
Pass a closed door to your right and turn the corner to overlook a new
room. The large vases on either side are empty but can be shattered if you're
in a destructive mood. Go on down and throw the floor lever to lower a grate up
in the north wall. Then go back up the ramp and jump to the hanging rope. Swing
forward and jump off to land in the north opening in the wall. Step forward and
the door ahead will open automatically.
Enter the crypt and the coffin becomes electrified momentarily while a
mummy gropes forward in your direction. Go around the coffin while evading the
mummy and throw the floor lever. Then pull up into the nearby alcove and threw
another floor lever. Hop back down and return to the previous area. The door
down the east ramp is now open, so run down there and enter a darkened room
with a central pool surrounded by moveable jackal statues. First pick up the
flares in three of the four corners, then step up onto the ledge surrounding
the pool (whereupon the entrance door closes with a thud).
Push all four jackal statues onto the nearest corner tile, and the
south door opens. However, there's a flame guarding the floor lever that you
need to extinguish. Doing so is deceptively simple. Just step into the alcove
and the flame goes out before you can catch on fire! Throw the lever to open an
underwater gate, reverse roll and jump into the pool. Swim into the north
passage and continue until you can pull out.
You find yourself with statues of hot-breathed lizards and resting rams
on blocks. There's a closed gate in the SE corner and several veil-lined
openings that can be utilized in no particular order. Starting with the opening
in the middle of the north wall, go on up the ramp and throw the floor switch
in the upper room. Wait until you're ready to leave before shooting the large
vase, so the large mummy inside won't have a chance to bother you.
Run back down the ramp and turn to your left. Make a hairpin turn to
the left and through the next opening in the north wall. Pick up the HAND OF
SIRIUS, throw the floor lever and note the nearby imprisoned mummy. Leave this
room, turn left outside and enter the adjacent opening in the east wall. Pick
up the HAND OF ORION and throw the floor lever. So far, so good. Go back
outside and make another hairpin turn to the left. That burst of action music
as you step up to the threshold of the east opening is your cue to step back
and quickly side flip out of the way of the descending spike ball. After it
rumbles into the pool, go up the ramp and throw the floor lever before
releasing the mummy from the vase on your way out.
Go across to the SE corner and you'll find that one of the gates is now
open. Go inside and locate the floor lever in the alcove. Throw it as the gate
closes behind you, barring your retreat. However, the west gate is now open, so
head down that passage until you reach a deep room lined with pillars. If you
wish to detour for a pickup, you can use the pole in the dark corner to your
right to reach the floor. Head over to the west wall and side flip to your left
for a large medi-pack. Climb back up the pole and back flip to the ledge.
Take standing jumps from pillar to pillar in a westerly direction. When
you reach the third pillar, you can take running jumps into the alcoves on
either side for the SHOTGUN and some shotgun ammo. (Note the opening in the
ceiling above you; you'll be visiting there later.) Resume your jumps westward,
and when you reach the last pillar a couple of mummies will come out to welcome
you. A closed gate is ahead, so jump across and run past the mummies. Turn to
your right to locate the receptacle for the Hand of Sirius, the left for the
Hand of Orion.
It doesn't matter which one you use first, so let's go with the Hand of
Sirius on your right. Go through the north passage as the door opens, with the
mummies in hot pursuit, and turn right to go down the ramp. The hole in the
middle of the floor looks empty, but if you hop down into it (from the right or
left side, for reasons that will become clear shortly) a scorpion will hop down
right beside you. Quickly back flip to safety and kill the scorpion, then squeeze
delicately past the flame that has appeared near the entrance.
Go up the ramp past the waiting mummies and head down the facing
passage. A spike trap is triggered as you approach, so pause until the spikes
retract and then go around to the other side to push the floor lever. Jump
straight ahead over the floor lever to return, else you'll trigger another
spike trap on either side of you. Go up the ramp and turn left at the top. In
the next room to the north is a hole with a spike trap that's triggered upon
your approach. Kill the skeleton, then reverse roll and return to the outside
area.
Place the Hand of Orion in the other receptacle and head down the south
passage when the door opens. Turn to your right and run up the ramp into a tiny
room with what appears to be an empty hole in the floor. But jump down into and
you find that you've been joined by a scorpion. Back flip out of the hole and
kill the scorpion, then run down the ramp and up the facing one. Same scenario,
except this time you'll find a small medi-pack in the hole. Back down the ramp,
turn left and go up into the room to the south. Wait for the spike trap to be
triggered, then go around and throw the floor lever. As before, jump forward
over the lever to return.
Squeeze past the mummies and return to the outside area. The west door
is now open, so go inside and find a sort of crossroads. The south passage is
closed, the north alcove is too steep for you to grab and pull up, so head up
the west passage and pull up into a subterranean area.
Head along the ledge to the SW and face the rope. Take a standing jump
forward and grab it. Without sliding up or down, swing forward and jump off
onto the ledge. (If you slip and fall down into the water, there's a place at
the east end where you can pull out, climb up and try again.) Turn to face west
and take a standing jump and grab the crack in the wall. Shimmy to the right
and pull up into the alcove. Turn around to face east and take a standing jump
and grab to the pillar ahead. Pull up and take a standing jump to the next
pillar. Make sure you're facing east and climb up the pole. When the top of
Lara's head is flush with the top edge of the fully lighted square ahead (no
higher), back flip into the opening in the west wall.
Turn around and go inside the passage to throw the floor lever. A brief
cut scene shows a door opening near a mummy, so you know where to go from here.
Reverse roll, jump back to the pole and slide down to the top of the pillar. The
easiest way to get back is to face SE and take a standing jump down to the
ledge, holding down the action key to make sure you don't bounce off a
protruding rock and into the water.
Come to think of it, Lara really does need to take a swim. Jump into
the water and locate a gate in the east wall that opens as you approach it. Swim
inside and dogleg around to your left when you reach a fork. Ignore the
underwater explosion and pick up the GRENADE GUN for some serious mummy hunts
later on if you wish. Exit to the main pool and swim around in a clockwise
direction until you reach the ledge near the east wall where you can pull up
out of the water. Turn right, jump across to the facing ledge, pull up to the
higher ledge, turn left and drop down through the veiled opening.
The south door down below is now open, so squeeze past the mummies (or
simply blow them away with the grenade gun) and climb up the pole in the next
room. Back flip into the passage above, turn around, light a flare and follow
the long passage as it twists and turns until you reach the area overlooking
the pillar room you crossed earlier. Go to the other side, killing the scorpion
along the way while avoiding the hole in the floor, and pull up into the
opening to your left. Run to the end of the passage, say hello to the mummy
(before blowing it away) and throw the floor lever. Quickly retreat and hop
down into the previous room. The other door on the right is now open, so pull
into the passage and follow it to a room with a cartouche receptacle on your
left and a closed door to your right. Step on the trigger tile in the middle of
the room to open the door, shoot the scorpion that scuttles inside and follow
the passage (the door closes behind you) around a corner. There's a hole there
with another scorpion waiting there to be killed.
Shoot the vase at the end of the passage and pull up to your right past
the steam blower (while noting the closed door to your left and the mummy just
beyond). Step forward and pull up into the higher passage to your left, and
walk out to the edge of an opening overlooking a deep room lined with sloped
pillars. Turn around and use the ladder to climb down to the ledge below. Face
south and take a running jump and grab to the ledge jutting out from the wall. Pull
up, turn left and take a running jump to the ledge in the SE corner. Climb the
ladder and back flip to the higher ledge in the south wall. Turn around and
take a running jump to the next ledge. Pick up the BA CARTOUCHE as heroic music
plays.
Hop back, grab the edge and safety drop to the ledge below. Turn to
face north and take a running jump and grab back to the beginning ledge. (Those
sloped pillars seem to be decorative only, with no essential purpose, although
if you wanted to be fancy you could use them to cross the room and return.) Pull
up and climb the ladder to the passage above. Return to the room with the
receptacle and place the cartouche to open the door to your right. Step forward
and slide down the ramp onto a ledge overlooking a very interesting room.
About midway down the ledge, turn to face east and take a standing jump
down to the sloped pillar below. Keep the jump key depressed to bounce off it
to the next sloped pillar, and from there to a ledge with the large jackal
statue at the other end. Pull and push the statue (you can hang-drop and shimmy
past it) to the colored tile on the other side of the ledge. This releases a
spike ball which in turn opens a door in the pool below that provides access to
a hand artifact.
Take a running jump to the suspended ledge to the east, then turn right
and take a standing jump to the higher block. Step forward and take a standing
jump and grab to the pole ahead. Slide down to the ledge below. (This
concluding segment is the most beautiful part of the entire level, so enjoy
it.) Turn around to face north, and ignore for the moment the rope hanging down
to your left. Jump forward to the long ledge, then turn right and take a
running jump to the block in the east wall. Hang from the west edge of the
block and safety drop to the ledge below. Use the pole to the south to slide
down, but watch the spikes at the bottom. Back flip to safety well before you
reach the tips of the spikes (they have some kind of aura that's very harmful
to your health).
Jump into the pool and swim over to the SW corner. Locate the alcove
containing the HAND OF SIRIUS and pick it up. Surface and pull up onto the
platform with the two coffins. Take a standing jump and grab to the edge of the
pool and pull up onto the ledge. Return to the spike-guarded pole in the east
wall. Get prepared to take some unavoidable damage, take a standing jump and
grab to the pole and climb up. Back flip onto the ledge and jump over to the
roof of the central structure. Use standing jumps to get to the top of the
pyramid, then stand on the NE triangle. Walk forward onto the darker surface
and take a standing jump NE onto the slightly sloping surface next to the long
ledge. Hop the gap to the smaller ledge south and turn to your right.
Take a standing jump and grab the rope ahead. Slide down to the bottom,
swing forward once and jump off to the facing ledge. Run forward and place the
Hand of Sirius in the receptacle. Go through the open doorway to your right to
end the level.