THE RESCUE
Level
13 (Bonus Level): Fight Against Apophis
by
Pascal Ducey (MagPlus)
Authorized
walkthrough by Monika Pietsch, rewritten and expanded (with her permission) by
Phil Lambeth.
NOTE:
Begin by using a savegame from the end of Level 12, as you will require 8
Golden Stars in your inventory to make it all the way through the level.
(or
you can download a savegame -> click
here )
2
secrets (49 - 50)
An
underwater grate opens in front of Lara, so swim through the opening and pull
up out of the pool as the grate closes behind you. You find yourself in a huge
room with similar pools located in each corner and a deep central pit spanned
by bridges with two receptacles in the abutments over on the east end. You
emerged in the SW pool; go over and pick up some uzi
ammo at the bottom of the NW pool and some revolver ammo at the bottom of the SE pool. The
NE pool is empty right now.
There
are two columns inside the pit. The south column has a receptacle for a Golden
Star in each of its four faces. (The receptacles in the north column are a
bunch of snake heads, so you're not ready for them yet.) You've worked through
twelve previous levels to gather those stars, so now's the time to place 'em.
But it's not as easy as it looks. Start by jumping to one of the three
accessible alcoves in the south column. Place your star, then you have to jump
back to the ledge and run along it until you can jump to the next alcove, then
repeat once more until you've placed the stars in the three outer alcoves. Then
use the raised platform to take a running jump and grab to the inside alcove.
When you place your fourth star, you'll hear the faint sound of a door opening.
Don't try to take a running jump back to the raised platform, because you don't
have enough room and you'll simply fall to your death (unless you take a curved
running jump, going from left to right). Instead, take an angled running jump
to the right and swerve to the left in mid-air to grab the ledge. Pull up and
go through the newly-opened door in the south wall.
Turn
left at the intersection and enter a small room with a large vase at each
corner. Push the button in the far wall and you'll release two warriors adorned with fancy headgear. Dispatch
them both, and you'll find that each leaves behind a DIAMOND OF THE NILE. Pick them both up and go back to the
large room. Use the diamonds in the two eastern bridge abutments you noted
earlier. The NE pool is now filled with water, enabling you to pull the wall
lever to open the nearby grate. Swim into the next room and pull up at the air
hole. Ahead are four receptacles for your remaining Golden Stars, two on each
side of another water hole presently blocked by a grate.
To
the left is an open door leading to a winding staircase. If you want a look at
something neat, save your game here and go up the stairs. At the end, turn left
and jump up to grab a sloped platform. Pull up and slide down the other side.
You'll see a brief cut scene where Lara appears to be standing in front of a
Van Croy shrine which suddenly becomes electrified and sets poor Lara aflame.
It would appear at first glance that this area is for some later time in the
level, but actually it's not; it's merely a highly imaginative trap. So simply
reload and go place your four stars in their receptacles.
The
door to your left closes, so if you haven't already satisfied your curiosity
it's too late now. However, the grate is now open, so jump into the water hole
between the receptacles and swim forward and up until you emerge in a little
room with ankh wallpaper on three of the walls. Go into either of the east
alcoves, turn around and stoop down to back out of the alcove. Hang from the edge
and shimmy to the right or left until you reach the ladder. Climb down to the
bottom and reverse roll. Lara's attention is drawn to the top of the stairs to
her right. Straight ahead are three large colored buttons to push, and above
those on the second story landing you can see another wall button to push.
But
before experimenting with any of these buttons, hop down into either of the
diamond-patterned trenches to your right and left and run around to the back
side of this room where you'll find a gigantic serpent shrine. You can't miss
the jump switch on the serpent's neck, so jump up and grab it, then immediately
reverse roll and make a beeline back to the ladder as two fire wraiths give chase. Climb up the ladder
toward the pool, and if you're lucky the wraiths will beat you there and self
destruct before you're halfway up. Nevertheless, continue all the way to the
top (the concrete block separating the two alcoves is now gone), pull up and
jump into the water if necessary to deal with the wraiths. Then locate the
monkey bars going back across the large room. Make a running (not a standing)
jump to grab the bars, then monkey swing across to the other side. Along the
way, Lara's attention may be drawn by something over to her right.
Drop
down at the end and push the button in the wall ahead. Now look to your right
and you'll see what was so interesting to Lara. There's a closed grate with
three colored squares above it. From left to right they're yellow, blue and
red, so hop back and hang from the westerly edge of the ledge you're now
standing on. Drop down into the lower area and step forward to push the large
yellow, blue and red buttons, in that order. The grate to your right is now
open, so reverse roll and take a standing jump over the platform. Run forward
and take a hairpin turn to the left to go up the stairs, then go through the
open grate at the second landing.
Stop
along the way for some flares and uzi ammo in the alcoves, then turn left at
the intersection and prepare to deal with a couple more warriors. They too are each carrying a DIAMOND OF THE NILE, so pick them up after the
warriors are dead and gone. In the next temple-like room you see something on a
pedestal at the end being guarded by flame emitters blowing constantly from
either side. There are openings to your right and left, between the columns on
the side ledges, leading to the areas where you need to be heading next. Start
with the passageway to the right (west).
At
the end of the short tunnel, turn around and locate the ladder above you. Jump
up to grab it, and climb up to the room above. You find an area with a number
of ornate moveable blocks that overlooks the temple room below. You've got
seven blocks to play with. However, you
need to select just four of these and organize them so that they form a picture
of a brownish mural (as viewed from inside the temple), then line them up in
that order on the dark squares overlooking the temple area. To keep it simple,
number the blocks as you pull up into this room, facing north. The block to
your right next to the near column is 1, the one on the other side in the
corner to your left is 2. The next two blocks, between the two columns, are 3
and 4. The one to the left of the far column is 5, and the ones to the right in
the far corner are 6 and 7. Facing the room below and going from left to right,
you need to insert blocks 5, 7, 4 and 1, in that order (but not necessarily in
that chronological sequence), and the right flame emitter will then shut down.
A cut scene after each proper insertion will tell you that you're on the right
track.
After
you've finished this task, climb back down to the temple area and vault up to
the opening on the left (east) side as you face the one remaining flame
emitter. Run up the ramp until you reach a room similar to the one across the
way. The difference is that there are two rooms with moveable blocks, four in
the lower level and three in the upper level. You can climb up the east wall to
the upper level where you'll see a wall switch and a raised grate. Here's
Lara's chance to do her imitation of a fork lift operator. Numbering the blocks
starting in the upper level, you have block 1 as you pull up, then block 2 in
the left corner and block 3 in the right corner. Down below, facing north as
before from the entrance, you have block 4 behind the near column and block 5
to the left of it. Block 6 is to the right of the far column, and block 7 is
directly behind it.
The
correct placement of the blocks in the dark squares, from left to right, is 4,
2, 7 and 3. Again, a cut scene confirms each correct placement. It's easier to
place the lower level blocks first, 4 and 7, to get them out of the way. Then
climb up to the upper level, push and pull block 3 onto the grate, then pull
the wall switch to lower the block to the lower level. Then place it where it
belongs and climb back up to the upper level. Throw the switch again to raise
the grate, then repeat the process for block 2. When you're finally done, both
flame emitters are now quiet, enabling you to go down and take the JEWEL OF APOPHIS
from the pedestal. A cut scene shows the first of several gates opening
elsewhere.
Reverse
roll and exit the temple area. Follow the tunnel, return to the large room with
the serpent shrine and colored push buttons, and run down the stairs. Look up
to the north and note the blue-red-yellow sequence over the closed gate and
push the corresponding large buttons between the two stairways. The gate is now
open, so make your way there and enter. Draw weapons and deal with the two ahmets that come calling as you exit the tunnel
into another temple area. It may look at first as if you've returned to the
same temple with flame emitters and side passages, but it's different. As
before, start with the right passageway and at the top of the ramp draw weapons
and kill the warrior ahead. He'll drop a DIAMOND OF THE NILE,
so pick it up before proceeding. You're in an area that looks like a maze with
a grated ceiling.
Go
into either one of the alcoves in the east wall and turn around to find an
opening you can use to climb up to the higher level. Here you find four
moveable blocks housed in alcoves, with two openings in the west wall in which
to place them. This one is pretty straightforward. The NW block in the north
wall goes into the space that's closer to it, and the same for the SW block in
the south wall. (At some point during this process you'll hear a grate below
opening to allow access to an alcove.) You're again rewarded with a confirming
cut scene with each correct placement. The other two blocks now need to be
lowered to the level below. Pull out the SE block three times until it comes to
rest on the grate. Then hop down to the lower level and step into the open NW
alcove to open the grate to the opposite alcove. Run over and throw the wall
switch to get the block down here, then push and pull it into place in the left
(as you face it) slot in the west wall. Then pull the switch back up to raise
the grate, go back up and repeat this procedure to get the fourth block into
its proper place. A cut scene shows the right flame emitter being extinguished.
Return
to the temple floor, vault up into the left opening and take care of the warrior who awaits you. Relieve him of his DIAMOND OF THE NILE and continue to the end of
the tunnel. Turn around, locate the ladder, jump up and grab and climb up to
the next room. These quarters are even more tightly cramped than the others.
There are two moveable blocks in the lower level; push the darker one to your
right two times until it comes to rest in a niche. You'll hear the sound of the
access grates opening above you. Climb up and pull out the two blocks and move
them to their resting spots the same way you did the others. Each time, a
confirming cut scene will give you a measure of comfort, and you'll also hear a
grate opening below as you move each block in front of its proper place. Then
jump back down and move the final two blocks to their proper resting spots.
When you do so, a cut scene will show a now-accessible pedestal.
Return
to the temple and take the second JEWEL OF APOPHIS
from the pedestal. A cut scene shows the second of three gates being opened.
Reverse roll and go back to the central room with the colored push buttons. Now
you want access to the west gate high up near the ceiling, so push the large
red, yellow and blue buttons in that order. Jump over the slope, make a hairpin
turn to the left and go up the stairs and past the open south gate. At the very
top you'll find an opening in the railing to your right, and a rope dangling
not far beyond it. Take a running jump and grab to the rope and swing over to
the landing in front of the open west gate. You'll see a cage lowering in front
of you as you land, allowing access to a ladder to the north, but that's for
later. Turn left, run inside the open gate and hop down to the granite block
below. Turn left and hop down to the lowest level and run along the trench
until you reach a ladder. Start climbing up, and you'll soon be confronted with
some decisions to make. There are three vertical rows of three platforms each,
and you need to shimmy your way past them. The only trouble is, if you choose
the wrong route you'll be skewered by spikes that shoot out of the wall. The
safe route is to use the center aisle, the lower aisle and the upper aisle, in
that order, until you shimmy all the way to an opening where you can pull up.
But
before doing so, pause for a secret. After climbing to the top in preparation
for that last shimmy past the third row of platforms, stop so that Lara's hands
are on the crack at the same level as the top of the platform. Take a rolling
back flip from there and grab the edge of the alcove behind you. Pull up into
the alcove for SECRET #49 and some revolver ammo and crossbow
arrows. Reverse roll and take a running jump and grab back to the
ladder. Climb up one rung and shimmy to the right until you reach the opening.
Pull up, draw powerful weapons and run into the next room to kill the trio of ahmets that serves as your welcoming committee.
Run
down the tunnel to the south and check out the situation. You see on either
side receptacles for your Diamonds of the Nile, each one situated beside a
closed gate. At the bottom of the stairs is another Jewel of Apophis on a
pedestal being guarded by a flame emitter. Place your four Diamonds. The
now-open gates give you access to four moveable blocks. Your task is to push
and pull the blocks into the room to the north and place them in the central
grated area so that the designs on top make a completed picture. Let's make
this easy. Facing the tunnel from the larger room, the near left block is 1,
the far left block is 2, the near right block is 3, and the far right block is
4. Place these blocks as follows: NW=4, NE=3, SW=2 and SE=1. As you can see, it
makes sense to pull out and place the west blocks first. After all four are
properly placed, the fire goes out and you can run down the stairs and claim
the third JEWEL OF APOPHIS. A cut scene
shows the final gate opening, revealing a wall switch. Now all you have to do
is find out where it is.
Run
back up the stairs and exit the larger room via the hole near the NE corner.
Turn around and climb straight down the ladder. Drop at the bottom and you'll
slide harmlessly down into the trench. Run back around to the granite block,
pull up, turn left, pull up again and go through the open gate. Turn left and
make a running jump and grab to the ladder. Shimmy around two corners to the
right until Lara reaches the opposite side, then make sure her hands are below
the patterned wall design to her right. Make a rolling back flip and grab the
ladder behind you. Shimmy around two corners to the other side and drop down
onto the balcony.
Run
all the way down the stairs. Climb up the ladder in the west wall and pull up
at the top. Across the pool you'll see the wall switch that has been made
accessible by the lifting of the three gates as a result of all your hard work.
Run or swim over there and pull the switch. Reverse roll and return the way you
came, and you'll see that the trenches in the large room below are filled with
water due to the now-functioning fountains.
Climb
back down and paddle along the trenches until you reach the scales on either
side of the serpent shrine. Let's begin with the scales to the left (as you
face it) of the serpent shrine. Here you need 2 liters. (How do I know? Trust
me.) Fill your large waterskin and combine it with the small waterskin, leaving
2 liters in the large one. Empty it into the pot on the left side of the scales.
Turn around, and you'll see that the cage guarding the closer of the two
buttons across from the serpent shrine has lowered. Go over to the other set of
scales on the right, where you'll need 4 liters. First, empty the small
waterskin. Then fill the large waterskin again. Combine it with the small
waterskin as before, leaving 2 in the large and 3 in the small. Empty the small
one. Combine the large one with the small one, so that the large one is now
empty and there are 2 liters in the small one. Fill the large waterskin again
and combine it with the two-thirds-full small one. This leaves 4 liters in the
large one. Empty it into the pot and the second cage will lower.
Go
over and push the two buttons on either side of the cage shielding the large
medipack. After you push the second one you'll see a cut scene of a door
opening far above. Splash your way back to the front of the large room and run
up the stairs to the right until you return to the opening where you can jump
to the rope. Do so, and swing over to the landing in front of the west door.
Turn to the right and run across the walkway to the now-open door to the east.
Take a running jump and grab to the serpent's lower lip. Pull up and enjoy a
brief flyby, then turn around and take a running jump and grab to the jump
switch to the left of the opening. Turn left and safety drop to the floor
below, where you'll find that the third cage surrounding the large medipack
has lowered. Pick up your prize for SECRET #50.
Repeat
your trek to the east opening, running up the right set of stairs and using the
rope to get back to the walkway. Make a running jump and grab to the serpent's
lower lip and pull up. Run forward and slide down the serpent's throat. As you
near the bottom you'll see a flyby that depicts the transformation of a Van
Croy shrine into a deadly snaggle-toothed fireball-spitting cobra. Turn to the left quickly and throw the wall
switch to raise a cage between you and the cobra, then drop down into the water
below. Look for two underwater levers on the near bridge abutments while
dodging the plague of red locusts. Two
blocks will be raised in the NW and SW corners, accessible through air holes in
the north and south ends of the pool. You'll find a large
medipack in the alcove adjacent to the SW block. (Sorry, nothing in
the alcove next to the NW block.) From the SW block, pull up to the next level
and dash along the balcony next to the cobra until you reach the safety of a
pillar. Push the button you'll find there while continuing to dodge red
locusts.
Run
back along the balcony, drop down onto the block, reverse roll and hop down to
the lower balcony. Run forward, drop down into the water hole and swim across
to the north side. Pull up, turn left and run to the NW block. Turn around,
pull up and run to the other end of the upper north balcony and push the button
on the "safe" side of the column. A cut scene shows a block being
raised in front of the cobra. Jump into the water and pull up anywhere on the
west ledge. Run to the raised block and pull up onto it. The cage between you
and the cobra now acts as a shield. Push the button in the west wall. This
releases an ahmet from a cage to the
cobra's left which fully occupies its attention and halts the onslaught of
fireballs. Go over to the ahmet's cage (jump into the water and pull out of the
south air hole) and pull the wall switch which opens the trap door down in the
center of the pool.
Jump
back down into the south air hole and swim into the opening at the bottom of
the pool to collect the fourth and final JEWEL OF
APOPHIS. Continue swimming west down the passageway and follow its
turns until you reach the serpent shrine room. Cross the room and climb up the
ladder in the west wall. Pull up and jump into the pool. Swim down through the
opening and continue forward until you return to the room where you placed the
four Golden Stars. Jump down into the adjacent water hole and return to the
room where you began this level. Jump over to the alcoves in the north central
column and place the four Jewels of Apophis in the same manner as you did the
Golden Stars in the other column. Placing the inside jewel is a little
trickier, but not much. You need to use the raised platform to take a running
jump and grab to the alcove where you placed the inside Golden Star, then turn
to the north and take a running jump (without letting the receptacle get in
your way) and grab to the inside serpent head alcove. Return to the ledge by
retracing your steps (using the curved running jump of your choice as described
at the beginning of this walkthrough) and go through the now-open door to the
north.
Pull
the wall switch just inside the door to raise a block in the central pit behind
you. To your right and above is an area that's not yet accessible, so reverse
roll and run around the pit to the left. Take a running jump to the east alcove
where you placed the Golden Star and make sure Lara is at full health. Safety
drop down to the raised block below. Don't jump from here down to the floor, as
the tiles are fire traps. Instead, use the blocks and ledges to make your way
in a counterclockwise direction around the pit. Start with a running jump to
the block to the north, then another running jump to the ledge ahead. Stop to
deal with a giant flying insect that
attacks from above and to your left. Take an angled standing jump to the
northernmost block (sloped at the front), then turn and take a standing jump to
the ledge on the west side of the column. Turn to the south and take a running
jump and grab to the next ledge. Pull up and walk forward. If you toss a flare
toward the south end of the pit you can see a grated hole on the floor below.
Continue walking along the ledge until you're bumping up against the central
column. Jump up to grab the jump switch, which lowers the grate in the hole
below, then turn to your right and take a standing jump down to it.
Walk
down the tunnel and turn to your right at the end. Pull up into a ramped area
sprinkled with pits. Before attempting to navigate this gauntlet, however, turn
around and locate a crawl space up to your right. Jump to it, crawl in, turn
around and lower yourself down the other side. Throw the wall switch, and a cut
scene shows you a closed gate elsewhere. Return to the ramp and start making
your way over the pits. Take a standing jump over the first pit and immediately
back flip to avoid the boulder that comes tumbling out from your left. Take a
running jump and grab over the second, longer pit. Pull up and immediately back
flip as the boulder comes crashing down. You may think you're now safe, but
you're not, so take one hop back to completely avoid the boulder. For the third
pit, take a running jump and grab from the far left side. Don't pull up, but
just hang there in the left corner as the boulder rumbles by harmlessly. Then
pull up and take a running jump and grab across the fourth pit without
incident.
Pull
up and turn to your right. Vault up into the passageway and climb up onto the
first block. Turn to the right and locate the crawl space above you. Jump to it,
crawl inside and lower yourself down the other side. Reverse roll and throw the
wall switch. The same cut scene you saw earlier now shows the gate opening.
Return to the passageway via the crawl space and continue up the blocks. Walk
through the opening at the end of the tunnel and you'll emerge on the roof of
some structure. Walk forward and you'll discover that you're overlooking the
large room where you began this level. Jump down to the near bridge abutment
and make your way north via a series of angled running jumps until you can make
a standing jump and grab to a ledge. Pull up, run up a couple of steps and pick
up the IGNITION KEY. Reverse roll and
jump back to the bridge abutment. Turn left and hop over to the east spoke.
Walk out to the end and take two hops back. Take a slightly angled running jump
to the left and grab the roof of the structure over the NE pool. Pull up, run
forward and throw the wall switch. A cut scene shows a gate opening.
Reverse
roll, jump back to the east spoke and safety drop to the floor from the end.
Turn right and run to the north doorway. Pull up into the alcove to your right,
then turn left and pull up to the now-open gate. Emerge in an outdoor area
overlooking the Jeep. Draw weapons, hop down and deal with two giant flying bugs. Then crank up the Jeep and drive
forward. Take a right and cross the gap in the middle to take advantage of the
platform. Take a left at the bottom of the hill and watch the hole to your
right. Cross the platform in the middle to land on a bridge in the pool below.
Hit the jump key to brake the Jeep to a halt and save your game here. You need
to make a rather tricky turn to the right and gun the Jeep over a couple of
platforms until you reach the safety of the other side. Drive up the ramp, avoiding
the two boulders that drop down into your path (the first to your right, the
second to your left). Turn left at the landing and drive down the ramp on the
other side. Get out of the Jeep.
Vault
up onto the area with the turrets topped with blue pyramids and run across to
the west side as pleasant music plays. Locate the wall switch just past the
last pyramid and pull it to open a trap door in the water. Turn back to your
left and run off the opening in the fence into the pool (or more accurately, onto
the exit cage you just now raised). Swim across the pool and locate the hole
near the SE corner. Inside is a tunnel with a wall lever at the end to pull,
which opens your exit door. (There's also a lever on the column near the NE
corner that raises another cage where you can pull up into the area where the
Jeep drove up the ramp. The only purpose for the lever and the cage is to allow
access back to the platform and keep you from getting stuck in case you decided
to get out of the Jeep and explore before driving up the ramp.) Swim back to
the cage near the NW corner, pull up and run north across the room to the exit
door, where a solitary figure awaits you at the top of a ramp. One can
reasonably assume that this is the dude you've been spending all this time,
over thirteen levels, trying to locate and rescue. When you make that last jump
over the slope and approach him, the level unceremoniously ends, bringing to a
conclusion a grand series that must surely rank as one of the greatest amateur
productions of all time.